Edit: Nor have I done any analysis on the benefits of chopping to see how valid it is to chop your way to a city rather than a slower growth with improvements.
I haven't done any analysis either but it sure is satisfying. "BLAM! Take that, Jungle!"
I like builders but not their escalating cost.
Really ?
With all due respect for a fellow Civ6 player, allow me to harshly disagree with your statement.
My guess is that you took bad habits in Civ5 to set your workers to auto-improve and queued all buildings in more or less random order in your one-tile-capital, "NOW ONTO CRUSH MY ENNEMIES". Is it ?
Well if you had taken control of them in Civ5 you would realize how amazing the builder system is. It shifts more power to the player, in adding more layers of decision making, prioritizing, and city planning. They actually require way LESS micro-managing than the workers of Civ5 (given that you weren't setting them to auto-inprove) and the actions they undertake are more impactful.
Furthermore, to check which tiles are worked.. Citizen management. You can manually lock tiles or let your advisor decide and give her general directions (focus on food, on prod, etc).
With the new pins system, you can lay out your city planning in a second. Pin the tiles you want to save for specific districts and remember to cut down forests/jungle on these and not improve them.
I often find myself straight up pining at least Commercial District, Housing spot for good Appeal for mid-late game, and a distant <6 tiles Factory spot that would be adjacent to other cities' factories.
My advice to you is to just dedicate a bit of time/effort to get used to this new system and I guarantee you will embrace it. I think your current opinion is just another case of "fear of change".
Have fun.
Making the builders not scale would mean you can build them quickly anywhere, removing the cost/benefit decision or timing from the player. Builders are not the most expensive things in the world but there is no reason to make them trivially inexpensive.
Workers.
Builders are an obvious concession to the limitations of 1upt that work out to be rather poorly balanced and bring an unwelcome level of micromanagement. (And this is from someone who never automated their civ 4 workers!)
Jeez not this againYou know what a better solution would be? No 1upt!
On a related note, the changes to road building and movement rules work against 1upt, significantly slowing worker movement and increasing bottlenecking.
Is that a problem though? Improvements are limited by Population, and you want every population to ideally work an improvement all the time, so boosting out a large amount of improvements very quickly isn't really an issue imho, because any situation where you do that is a situation where you have not been working improvements before. Well, or maybe a situation where you want to switch from Food to Production quickly, but you could do the same thing by just having X workers construct X improvements simultaneously.I can see an argument being made that builders might oversimplify certain decision making and leave less options for balance tweaks as far as upgrades.
What I mean is one builder charge does in 1 turn:
farm, mine, lumber mill, civ unique improvement, etc, etc
So with automation and most manual road building off the table, what would you be arguing for? Builders with unlimited charges?
I like the general concept of builders, but until I get used to them they feel too taxing in the early game. I'm always feeling I need more builder actions than I have the production or time for until Serfdom's available, specially once I got my first wave of expansion. I'm always thinking "crap, this builder has only one charge left, but I really need that woods chopped so I can start a district, but that city is running out of housing so it needs a farm, omg that horse has been waiting forever now to be connected".
In addition, the pace of land development feels about the same over the course of the game, and you aren't left with a whole bunch of workers that you either park or delete in the modern age. I'm slowly coming around to liking builders.
Worker priorities Are one of the things I enjoyed the most in previous entries. The New simplification of builders degrades the game greatly in my opinion. Then again I never automate my worker Force until really late in the game when there is nothing left to do but some odd and really unimportant business.
To everyone who thinks that steal and buy builders is gone I seem to have no problem when I warmonger and steal plenty of builders that I don't need anyway cause cities don't need to grow that much. I warmonger, sell some units, buy a builder if I need it. Pretty simple. I even have been stealing builders off of CS's when I want and peace out or even just take over a CS which seems to not be a problem at all on Deity. This game is kinda like Civ Rev right now where you can have 25-40 cities and it doesn't hurt you.
By civ3 or 4, whichever it was that added the worker, it felt like an improvement to the game, but i think the actual improvement was being separated from the settler function, not their infinite use and lower costs to build and maintain. By mid-game or so there were usually so many workers they were no longer a limited resource and were boring. With the new builders, you regain the value they had in original Civs, but keep the improvement of them not being the same as settlers.
I like builders for most of the game, but I have found using them is a chore in a massive, wide empire in the late game. All in all though, I like that it adds a lot more strategic choice to build orders in the midgame.
Describes my worker history perfectly.
Do production costs for workers prohibit building them in newer cities in later ages ?
In my case, during the final turns of my last game (circa 1970 AD), a builder cost about 600 gold to rush. And that was basically one turn's income. I was rush-buying a lot of things during the second half of the game.not so much prohibit, but it would make more sense to send a worker from a more developed city. in my current game i'm in the modern era and in smaller unimproved cities a builder is taking something like 20+ turns to produce on epic speed. Compared to 2-3 turns in a few of my monster cities, it might be better to produce buildings in the new cities and just send the builders. I would say though that i have like 18 or 20 cities spread across continents, and they all seem worthy of themselves instead of being those forgotten cities in previous Civs. Wide and tall even on the fringes quite doable in VI, very much worth it to plan ahead to send builders with the settlers.