Additionally, when one gains railroad, does that benefit automatically benefit trade routes connected only by harbors?
yes, it does
Additionally, when one gains railroad, does that benefit automatically benefit trade routes connected only by harbors?
I heard somebody say it before, but you should be able to select what you want in a tile and have an automated worker go there and build it.
It's the perfect balance between micro and automation
I heard somebody say it before, but you should be able to select what you want in a tile and have an automated worker go there and build it.
It's the perfect balance between micro and automation
Who uses automated workers?
I hate it in the lategame Civ4 when automated workers start demolishing cottages they've just built to build farms. Then they demolish the completed farms to build cottages ad nauseam. At this point they have to be retired, that's just a job creation project...
This would also remove the daft disjunct with Workboats and Workers that we have inherited from Civ4. Like how does a workboat instantly create an offshore platform, a fishery, whatever, while a worker takes many turns *and remain reusable afterwards*? OK, the boat destroys itself. In a way that is cool, means you don't have to manage it afterwards. But the boats are closer to the CTP schema, the workers are original Civ. I think it should go one way or the other, and I'd go with CTP.
Yes, I often wonder about this. What is it that people find so hard, time-consuming or boring about choosing which tile to develop next? It's one of the charms of the game as far as I am concerned![]()
Um. Well, the thing is that there is an option "automated workers do not remove existing improvements" (or something similar) which means that they do not do this - unless you are using them so early in the game that you haven't actually created many/any improvements yourself! In which case, yes, they might do that (certainly the AI does that) but you are creating an impression that's a bit inaccurate here for anyone who hasn't played IV. In fact, in CivIV, there is a huge range of automated worker options, and I recommend that people investigate them.
Well I really don't have a problem with the way that it works sea vs. land in Civ IV. Very few sea tiles require improvements, and so it works fine to have a disposable workboat. I *loathed* the CtP system - boring, slow, option-reducing and not adopted for Civ IV or Civ V, for very, very good reasons.
Although I have to say that the workboat pillaging is an annoyance in IV - that doesn't seem to happen to me so far in V and if that is generally the case then hoorah, and that's an improvement.
The thing is that really Civ - any Civ - is not that great a game when you strip out workers and buildings and city management and all the other things that various players seem to find so tedious. I am a bit baffled by this. After all, there are so many really good war games out there with none of the micro which people find so objectionable. Why does every game have to be the same? There are very few games involving micro-management and the loving nurture of a civilisation/building/empire/assault team/whatever .... and yet it is not enough, apparently. Even this last corner has to be invaded and attacked by people who basically just can't be arsed to pay attention
Baffled. What, exactly, do people see in Civ if not a certain amount of nurturing and micro-management?
Who uses automated workers?
I always wondered how useful harbors were. Since you need 2 harbors (one in the capital, one in the city) to make a trade route, that's equivalent to 6 road tiles or 6 GPT. Then I look at trade benefits and it seems roads always provide more gold than harbors.
Too often I want to keep my empire small but the ONE critical resource I need (usually iron) is someplace far away causing me to have to either expand or build long road networks.
You realize you don't have to connect resources by road anymore, right? Just build the improvement over them in your culture.
very good idea,
makes me wonder, why those well paid take2 didn't come with it.
next step could be getting rid of workers completely
because of you think about it, they add nothing to game but more MM, and occasionall abuse of AI by early steal, or having to protect your workers.
the actuall distance movement management isnť so important and could be balanced out