localdisk51
Chieftain
- Joined
- Mar 24, 2015
- Messages
- 36
IIRC, the design decision behind this was to keep the player active throughout the entire game by attempting to alleviate the monotony of just pressing "End Turn" repeatedly. But in trying to keep the player engaged this way, they inadvertently created the additional tedium caused by the repetition of basic, mundane tasks.
Really appreciate the relay of this information. Would be interesting to know the exact words they used. I wasn't expecting the reason to be quite that bad.
With that logic, why not force players to choose what tile to work every time a city population grows, and create time limits for a citizen working a tile, where at the end you have to choose whether to keep working that tile or switch to another. That choice can be interesting in the early game too, and many players do choose to manually control it. Yet they evidently know that taking away the option to automate that would not make for good gameplay. So I'm wondering why their thinking diverges between working tiles and improving or building on them.
I don't see what's bad at all with having a few turns with nothing to do here and there. When I've run into that situation it's because I wanted to skip to a particular era. But I didn't want to start the game from a later era because I wasn't interested in spending that era exploring and settling. Plus I like to just watch what the AI is doing as a spectator.
If they find that people automate too much, then that's simply a symptom of a different problem. That means the activity you gave them to do isn't interesting or fun. It should be in their interest to keep the option to automate, as the frequent use of it by players would give them valuable feedback about how much players are enjoying certain features.