There just shouldn't be worker units.

See, the new players to Civ 5 would immediately get rid of workers and settlers altogether, and Firaxis always listens to bad ideas. This is where the mainstream snowball starts, and the PC game turns into a bad Facebook Flash version.

Of course, I can understand why. When tiles were actually different and mattered, using your workers properly and to the best of their abilities could make a major difference in the game. Now it is just worthless fluff thanks to Shafer's bad; I mean non-existent vision.
 
So Civ V is too Rev like for people, but they want to make it more like rev?
 
I'm not saying it should be more like CivRev, that improvements should be removed entirely, or that improvements/ roads should only be built with gold/ have no control over where it's built.

I'm just say'n I think it's easily possible to simply replace the concept of Worker Units with Population Employment. Instead of focusing on building Banks and such, you can take one population point (or w/e) and have it built a part of a road on a tile in like eight turns or something or a Mine.
 
Of course, I can understand why. When tiles were actually different and mattered, using your workers properly and to the best of their abilities could make a major difference in the game. Now it is just worthless fluff thanks to Shafer's bad; I mean non-existent vision.

You're kinda right here, the improvements (especially on resource tiles) should matter more. But it's easily moddable, I already made many changes to this aspect of the game.
 
I'm not saying it should be more like CivRev, that improvements should be removed entirely, or that improvements/ roads should only be built with gold/ have no control over where it's built.

I'm just say'n I think it's easily possible to simply replace the concept of Worker Units with Population Employment. Instead of focusing on building Banks and such, you can take one population point (or w/e) and have it built a part of a road on a tile in like eight turns or something or a Mine.

Well the Mine works, since the population will be working that tile.

The issue is getting a unit to build Roads between cities (although given that roads cost maintenance, perhaps they could just build themselves... ie you click on any tile connected to one of your roads/cities and inside your view... and in X turns your road appears there and you start paying for it.)

The issue then remains with Forts and 'non-worked' resource collecting improvements.

For "non-Worked" Resource collecting improvements, ie Not in any city working radius, then it might be worthwhile to allow citizens to "work" resources outside the 3 radius.

Forts... well this would hurt the legion, but allow any military unit to build it. (maybe extend the build time... but that would make them far more common)
 
Looks like I was right once again. Shafer, you ruined civ.
 
...

:sad:

Is the goal to remove all strategy and micromanagement from the game?

Managing your workers in the right way is a key to a successful game:

"Let's see... I'll research mining in 7 turns, building a worker takes 5 turns, moving him to the hill takes two turns... Yes, I'll go for that. However, that hill is dangerous potition so I should send out my warrior to guard the area first."

You can seriously hurt your opponent by stealing his workers in the beginning of the game.

And I'm so tired of hearing about gold. It's not like it's something new, every bloody strategy game uses gold in a way or another. That's what made Civ different, that you actually build things and not just pay for them to make them appear magically.

You might as well remove cities entirely and replace them with "military bases" or something like that. Hunt barbarians for gold, by more units from the bases. What a fun game.
 
But NOBODY is SAYING they want that! And employing your citizens to tiles IS micromanagement, it's just that replacing workers with this would shift most of the micro-management into city micro-management...
 
But NOBODY is SAYING they want that! And employing your citizens to tiles IS micromanagement, it's just that replacing workers with this would shift most of the micro-management into city micro-management...

Exactly, it would make economic management a city thing, rather than a unit thing.
 
Oh. I forgot to respond to your posts. You are right in that it would be a problem for military fortresses. Even with gold, I can't imagine how it could be edited so you could buy them into production without Workers. (or roads)
 
I agree, workers are just pointless micro. For that matter why even have tile improvements? Just make mines/farms city buildings that up your food/hammer output.


This hits it on the nose... There is no decision about whether to build farm/mine/trading post/pasture; it doesn't need to exist. The great person buildings could be interesting though.
 
This hits it on the nose... There is no decision about whether to build farm/mine/trading post/pasture; it doesn't need to exist. The great person buildings could be interesting though.

Jesus...I was being sarcastic. This is so sad.
 
CTP's public works system made sense, but in terms of gameplay it wasn't that fun. I prefer Civ's system of workers. Workers give you something to do when at peace. I actually dislike managing workers while at war, however- I usually just hide them some place safe.
 
Well the tile improvement game has been simplified to the point that it isn't interesting, and meanwhile workers cause a lot of problems for the 1upt system by cluttering the map so it makes sense to get rid of them and alllow the player to simply make improvements with cash on the main map or by building them in the city screen.
 
or just allow unlimited civilian units per hex.
 
Why not also get rid of military units! When you want to wage war you use your city screen to create a "national guard" unit of your choosing. It would cost you a population point and a production hammer while the unit is in service.

Look....the game is already streamlinedand simplified enough that if you took any more micomanagment out of the game you would have Risk. Workers can create forts, a sense of interaction while developing the land, act as loot for invading armies. I sometime Dow just for workers. As the post above stated. Fix the 1upt without allowing the ability to have more than 1 worker work a tile. This would fix many of the pathfinding issues and allow roads to actually work. Workers add an extra layer of depth (even with weak tile stats) that this game desperatly needs.
 
Now, I haven't played ciV, but I always wished there were MORE workers rather than less.
By that I mean there should be specialized worker units, that for example can't farm but build railroads faster (like IRL, where the common farmer likely won't be able to lay a railroad and the railroad worker won't be much good at farming).

These specialists should be somewhat more expansive, of course, and perhaps limited in numbers - details would have to be worked out.

But NO worker units? Well, perhaps that makes sense in ciV with 1upt and annoying road blocks, but I just can't and don't want to imagine Civ without the ability to take things in your own hands.
 
I think the idea that a worker job could be done by a pouplation taken off from the city tiles
is a good idea!

Yes, take out a citizen from getting revenue for the city/empire,
and set it to working on a tile improvement
(graphically it can be shown as a worker unit working on that on the tile).

Enemy cannot capture it, but when moving onto tile,
the improvement is "halted" and destroyed...
It maybe even cause loss of population for the city that sent out the "worker", too.
 
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