Trade-peror
UET Economist
The reason that the Civ series has always been plagued with excessive micromanagement is that the very nature of the game fundamentally demands micromanagement from the player. This situation is due to the general fact that the role of the player in Civ is to be the in-game forces, rather than manipulate them.
For example, a major cause of micromanagement is the assigning of terrain tiles so that no food or shields are wasted. This is due to the fact that the player is in direct control of this aspect of the game, and thus it would be the job of the player to be as efficient as possible. Since the player is human, this necessarily translates into annoying and time-consuming work much better left to a computer.
Another tedious job of the Civ player is to manually build terrain improvements. Although military improvements such as fortresses and radar towers are reasonably left to the player's discretion, being strategic in nature, personally directing the construction of every road, irrigation, and mine is unnecessary; directing the general plan of terrain infrastructure and allowing the computer to carry out the specific tasks would be much more enjoyable.
In both cases above, the Civ player is acting as the game dynamics of terrain production and infrastructure construction, rather than guiding them to accomplish the player's needs. To be thorough in being a game dynamic, micromanagement is obviously necessary. Therefore, Civ will ALWAYS entail excessive micromanagement, unless fundamental changes occur, such as by replacing old features with new models in which the player manipulates rather than acts as the shaping forces of the game.
My general suggestion is simple: have the Civ player only guide in-game forces to accomplish objectives, rather than actually be the dynamic of the game. Even though the player would be "losing control," the only alternative is for the player to not lose control, but be thorough in the performance of his job to be competitive--a situation that necessarily involves micromanagement.
I would say that the "unfun" notion of losing control would not be nearly as annoying as the unfun hours of micromanagement!
For example, a major cause of micromanagement is the assigning of terrain tiles so that no food or shields are wasted. This is due to the fact that the player is in direct control of this aspect of the game, and thus it would be the job of the player to be as efficient as possible. Since the player is human, this necessarily translates into annoying and time-consuming work much better left to a computer.
Another tedious job of the Civ player is to manually build terrain improvements. Although military improvements such as fortresses and radar towers are reasonably left to the player's discretion, being strategic in nature, personally directing the construction of every road, irrigation, and mine is unnecessary; directing the general plan of terrain infrastructure and allowing the computer to carry out the specific tasks would be much more enjoyable.
In both cases above, the Civ player is acting as the game dynamics of terrain production and infrastructure construction, rather than guiding them to accomplish the player's needs. To be thorough in being a game dynamic, micromanagement is obviously necessary. Therefore, Civ will ALWAYS entail excessive micromanagement, unless fundamental changes occur, such as by replacing old features with new models in which the player manipulates rather than acts as the shaping forces of the game.
My general suggestion is simple: have the Civ player only guide in-game forces to accomplish objectives, rather than actually be the dynamic of the game. Even though the player would be "losing control," the only alternative is for the player to not lose control, but be thorough in the performance of his job to be competitive--a situation that necessarily involves micromanagement.
I would say that the "unfun" notion of losing control would not be nearly as annoying as the unfun hours of micromanagement!