Some UI questions.

That's beyond subjective, sorry.
For me, that button is EXACTLY the one and only feature that my game lacks - I don't want anything ELSE to be changed, except for the time I spend on CLICKING.
If you think differently - then it's YOU who thinks that way, not ME (and an unknown number of other players).
The issue he's talking about is if you want it reduced THAT much, then in a way, you're asking to reduce it to a level where you aren't even really playing the game except to pick your priorities in very vague terms. If you want that, then we could answer that with a better governer AI and then you could just let the AI do something smart since you're not worried about trying to do something smart yourself, just get through it. There are huge differences in results regarding what you choose to build and when and even more importantly, in what order.

You can say, build everything from the cheapest to the most expensive in xyz category. But if you really wanted to achieve the benefits of xyz category, such as say production, as fast as you could, it wouldn't even be in that order because the ratio of build time to additional production from the build varies a lot (1 round for +1 production or 2 rounds for +4 production... which is better to build first?) If you just want to eliminate the need to click so much, would it not be better to rely instead on an AI that would at least know the difference here and which is a better selection first?

How about when you have so many production buildings that if you tried to build them all at once at the beginning, you'll end up rotting in crime so badly by the time they were completed that you end up either losing the city or letting it become a HUGE drag on the entire nation before you even begin on your next priority? I'm not sure how much damage crime or disease can do to productivity, but perhaps without learning to stop at some point and focus on proper management of the city itself, you'll end up actually costing yourself a lot more productivity than you'd gain? (When we get to a stage of more deeply refining buildings and game dynamics, this is definitely something I want to see happening before you complete all your production buildings - it was happening for a while but it's been a little nerfed right now to be easier for the AI for now.)

We really don't want the game to be in a state where choices on what to build can be THAT routine and thoughtless. If a person complains about micromanagement hell, it's usually deep down because there's nothing to really think about here and you're just going through motions over and over.

So if we spent our time adding something such as you've requested, it's not exactly going to be a positive thing for players in the end and just become a tempting trap to walk into.
 
1. Make it a modmod, so the "few" (you don't know how many, and neither do I) players who WANT it - could GET it, without enforcing it on those who DON'T.
The "clicking hell" destroys a HUGE percentage of ENJOYMENT (and as the result - INVOLVEMENT, as in "game hours") in this game, believe me.

2. Like I said, I hate playing games (in C2C) when your EVERY choice matters.
If I wanted that, I'd stick to Vanilla's "one-building-per-turn" and/or much higher difficulties.
As of now, my PRIORITIES are (like I said) - to get to the END of the TECH TREE myself, and everything else is SECONDARY in comparison.
Even the "world domination" is merely a step for the "culture and resource hoarding", not a goal of its own (I even turned ALL victories OFF, lol).
Sure, that's MY game style - but I did ask whether such a button would be HARD to implement, or maybe a day's worth of easy coding.
I will obviously NOT demand something that would require WEEKS to program - but if it's but a few hours, then why not?
What, just because my game style isn't the same as yours?
That'd be just unfriendly, sorry.
 
My test mod should be good enough for this goal - it reduces game to city builder.

It comes with space map - no AIs, single Earth city, and has all distinct space plots (7x7 squares, that can fit one city in middle).
 
I have an idea, how about YOU make it a modmod? Your sense of entitlement is pretty astounding.
Are you SURE there aren't tons of other players who also hate the clicking hell, but simply didn't complain about it like I did?
I'm really sure that not everyone likes playing "think each turn" games - and with the amount of buildings you CAN build per turn, this is a quite weird approach to have.
I'm not asking for a "build-for-me" (or worse, "play-for-me") button - I'm asking for a "CLICK-for-me" one instead.
I'd say that's not the same thing.
And if I could - do you think I would ASK, really?

My test mod should be good enough for this goal - it reduces game to city builder.

It comes with space map - no AIs, single Earth city, and has all distinct space plots (7x7 squares, that can fit one city in middle).
Not really.
I still want a normal-ish game, just the current goal is less about what's happening on the map, and more about discovering the late game features.
I still enjoy bashing other civs around, lol, it's just isn't my primary goal in this case.
And ANYWAYS, why are you guys so angry about a rather simple request that basically boils down to "make UI click stuff for me, but I'm still the one CHOOSING it"?
Your reaction kinda undermines the very idea of multi-building in the first place - it wasn't about being able to build JUST TWO OR THREE buildings per turn, ya know.
And if so, then clicking hell was a very predictable danger that was lurking behind the very idea of "more is more".
Anyways, before you somehow get mad at me and whatever - I was making a simple request, so there's no need to attack me in return like that.
That's all.
 
And ANYWAYS, why are you guys so angry about a rather simple request that basically boils down to "make UI click stuff for me, but I'm still the one CHOOSING it"?
It's not exactly an easy request to fulfill as any button on the city screen takes a lot of time to setup and then art changes to position it somewhere. Nobody is mad here but you for us saying we'd prefer not to work on that for the reasons we stated.

I was simply trying to explain why you really shouldn't want what you think you want. But if you don't understand my explanation, I'm not sure what else to say except, this is nowhere near what I'd focus my time on at the moment.
 
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