Khan Quest
Prince
A lot talk in the forum is about getting rid of Micromanagement, but what is it? The example that comes to mind is pollution, which most say they dont like (at least in its present form) and that Firaxis will fix it. But what about it dont you like? Id like to see a thread where people cite specific details about what the consider micromanagement to be, and if possible pose to solutions for discussion.
Firaxis: Not to sound whiney, I just want to discuss the micromanagement aspects of the game. If we didnt think the game was so great, we wouldnt be here. Brown-nosing done,
Ill go first
Workers
When a new a game starts and I have a settler and a worker, this first worker is fun. He is immediately put to work on the best tile available, and in a few turns I see the benefits one of my three vectors increases 50 to 100%! (E.g. two shields now instead of one). My worker continues to work the land with a few new assistants linking cities to iron, luxuries and each other.
By the time I have ten or so workers and/or several cities the work starts to become a chore. The tedium increases until Railroad is discovered. Then its fun again Linking cities by rail, especially if war is raging; getting that production boost to key cities, perhaps the one building Darwins Voyage.
After the key cities are R/Red, and most the empire is linked, the tedium begins anew.
Pollution
I dont mind the concept: As industry in your empire escalates unchecked, some tiles become super-fund sites. Its just the Whack-a-mole (as someone else so eloquently put it) clean-up is tedious. I always got the impression that the designers simply added pollution to give workers something to do late game.
Aside from the inefficiency, automating workers is OK except when they rush into newly acquired territory to improve tiles, only to get captured the next turn. Once an entire land mass is owned then automation is fine.
Conclusion
Using workers is fun when both their actions have significant impact and number of tasks to assign per turn is low.
Solutions
Some of this has been suggested before.
Group workers.
Allow workers to be grouped and used as a single unit. They could be somewhat amorphous: A group of six workers is ordered to build a road in a grassland. The player then is prompted with the option of doing something with the other three. If a worker stops in a tile with other workers, it could be automatically grouped. When an improvement is ordered, workers with the least movement left perform the task.
Add a self-preservation feature to workers.
They would stay far enough away from enemy borders to be out of reach of their fastest known unit. If they are working on a project and at the end of a turn and a barbarian is within range, you get prompted to move or protect them.
Military Units
Since it is rumored that Firaxis is going to significantly change the military I dont have much to say.
Military activity is arguably the most fun part of the game. The only time it gets tedious for me is stack Vs. stack. Ive played where the AI has sent in several stacks of 10 - 20 infantry, which required me to pound them with even more artillery, each turn.
Conclusion
Since military activity always has a significant impact on the game, it is always fun, except when the number of troops become overwhelming.
Solutions
Amorphous grouping as described above would help. Id like redline his stack of defenders with my stack of bombardiers (and have any left over units available for other activity) then attack en masse with a stack of attackers.
City Management
Perhaps the complaint Ive seen most is about managing the happy/unhappy ratio. I also find this tedious and often would rather adjust a few rioting cities after the fact, than to check each city at the end of each turn.
With small empires of just a few cities, watching when a city has one or two turn left until production is complete or growth will occur is good. As the empire grows, I am less and less likely to watch.
I think the AI does a very good job of suggesting the next production item. But sometimes it will ask me to build an aqueduct in a city whose population can never grow, or to build other improvements in cities whos corruption is so high and growth so slow as to never be worth the trouble.
Solutions
Id like to see some sort of warning before a riot, whether it is with a message Sire, a mob is gathering outside the palace or happy/neutral/sad face above a city.
Tough luck if I dont want to manage the production and growth of a city. This is what gives some players an edge against the AI and ought to be retained (any dissenting views?)
The AI could analyze the available and potential growth and production of city in deciding what to build. Maybe at easier levels this could be some sort of tutorial. A newbie clicks on a temple for production and a display explains that with a library already built, no regional cultural competition and six luxuries, the benefit (happiness & cultural) is rated a score of 3 (out of ten).
As suggested before, there could be build/management menus with items such as copy city-name, fast growth, heavy production, military outpost, user-defined 1.
Empire Management
Another big micromanagement complaint Ive seen is having to open communications with each civ each turn to monitor tech level.
Haggling for the amount of gold when trading is fun early on, but late game when the amounts are in the thousands, it gets to be pain if you try squeeze out every last gold coin (like I always do).
Some have complained of having to adjust the sliders when 1 or 2 turns of research are left. To me, this only needs to done every several turns, and the effect is a significant gain in gold. I say leave this one alone.
Eight leader heads are all you can see at one time. Its a hassle to switch through all civs to see their disposition and treaties.
Solution
Others have suggested some sort running update of tech levels and other world happenings (Your Supreme Greatness, Paris has fallen to the Greeks), be it a newspaper, advisor briefings, or whatever.
I have also read suggestions that you only get a limited number of tries when haggling. This would be very unrealistic. Such agreements are negotiated by bean-counting bureaucrats, irregardless of disposition all the time. Look at current rife between U.S. and North Korea. Talks have always been ongoing at some level.
I know it would require additional or less detailed graphics, but seeing all the leaders at once is a necessity.
Firaxis: Not to sound whiney, I just want to discuss the micromanagement aspects of the game. If we didnt think the game was so great, we wouldnt be here. Brown-nosing done,
Ill go first
Workers
When a new a game starts and I have a settler and a worker, this first worker is fun. He is immediately put to work on the best tile available, and in a few turns I see the benefits one of my three vectors increases 50 to 100%! (E.g. two shields now instead of one). My worker continues to work the land with a few new assistants linking cities to iron, luxuries and each other.
By the time I have ten or so workers and/or several cities the work starts to become a chore. The tedium increases until Railroad is discovered. Then its fun again Linking cities by rail, especially if war is raging; getting that production boost to key cities, perhaps the one building Darwins Voyage.
After the key cities are R/Red, and most the empire is linked, the tedium begins anew.
Pollution
I dont mind the concept: As industry in your empire escalates unchecked, some tiles become super-fund sites. Its just the Whack-a-mole (as someone else so eloquently put it) clean-up is tedious. I always got the impression that the designers simply added pollution to give workers something to do late game.
Aside from the inefficiency, automating workers is OK except when they rush into newly acquired territory to improve tiles, only to get captured the next turn. Once an entire land mass is owned then automation is fine.
Conclusion
Using workers is fun when both their actions have significant impact and number of tasks to assign per turn is low.
Solutions
Some of this has been suggested before.
Group workers.
Allow workers to be grouped and used as a single unit. They could be somewhat amorphous: A group of six workers is ordered to build a road in a grassland. The player then is prompted with the option of doing something with the other three. If a worker stops in a tile with other workers, it could be automatically grouped. When an improvement is ordered, workers with the least movement left perform the task.
Add a self-preservation feature to workers.
They would stay far enough away from enemy borders to be out of reach of their fastest known unit. If they are working on a project and at the end of a turn and a barbarian is within range, you get prompted to move or protect them.
Military Units
Since it is rumored that Firaxis is going to significantly change the military I dont have much to say.
Military activity is arguably the most fun part of the game. The only time it gets tedious for me is stack Vs. stack. Ive played where the AI has sent in several stacks of 10 - 20 infantry, which required me to pound them with even more artillery, each turn.
Conclusion
Since military activity always has a significant impact on the game, it is always fun, except when the number of troops become overwhelming.
Solutions
Amorphous grouping as described above would help. Id like redline his stack of defenders with my stack of bombardiers (and have any left over units available for other activity) then attack en masse with a stack of attackers.
City Management
Perhaps the complaint Ive seen most is about managing the happy/unhappy ratio. I also find this tedious and often would rather adjust a few rioting cities after the fact, than to check each city at the end of each turn.
With small empires of just a few cities, watching when a city has one or two turn left until production is complete or growth will occur is good. As the empire grows, I am less and less likely to watch.
I think the AI does a very good job of suggesting the next production item. But sometimes it will ask me to build an aqueduct in a city whose population can never grow, or to build other improvements in cities whos corruption is so high and growth so slow as to never be worth the trouble.
Solutions
Id like to see some sort of warning before a riot, whether it is with a message Sire, a mob is gathering outside the palace or happy/neutral/sad face above a city.
Tough luck if I dont want to manage the production and growth of a city. This is what gives some players an edge against the AI and ought to be retained (any dissenting views?)
The AI could analyze the available and potential growth and production of city in deciding what to build. Maybe at easier levels this could be some sort of tutorial. A newbie clicks on a temple for production and a display explains that with a library already built, no regional cultural competition and six luxuries, the benefit (happiness & cultural) is rated a score of 3 (out of ten).
As suggested before, there could be build/management menus with items such as copy city-name, fast growth, heavy production, military outpost, user-defined 1.
Empire Management
Another big micromanagement complaint Ive seen is having to open communications with each civ each turn to monitor tech level.
Haggling for the amount of gold when trading is fun early on, but late game when the amounts are in the thousands, it gets to be pain if you try squeeze out every last gold coin (like I always do).
Some have complained of having to adjust the sliders when 1 or 2 turns of research are left. To me, this only needs to done every several turns, and the effect is a significant gain in gold. I say leave this one alone.
Eight leader heads are all you can see at one time. Its a hassle to switch through all civs to see their disposition and treaties.
Solution
Others have suggested some sort running update of tech levels and other world happenings (Your Supreme Greatness, Paris has fallen to the Greeks), be it a newspaper, advisor briefings, or whatever.
I have also read suggestions that you only get a limited number of tries when haggling. This would be very unrealistic. Such agreements are negotiated by bean-counting bureaucrats, irregardless of disposition all the time. Look at current rife between U.S. and North Korea. Talks have always been ongoing at some level.
I know it would require additional or less detailed graphics, but seeing all the leaders at once is a necessity.