Thunderbrd
C2C War Dog
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.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).
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.