Worker micromanagement

Fistleaf

Warlord
Joined
Aug 9, 2006
Messages
136
Location
Singapore
Workers not from same family building stuff slower is adding extra micromanagement without making it more fun. When you capture a new city, you still have to consider getting a worker from same family far away to help, even though there may be another worker nearby.
 
For me it just fits with roleplaying - families being egoistic and caring mainly for getting their own belongings improved. I usually just swallow the speed penalty in the case you describe until the conquered city has cranked out its first own worker, if I deem urgent repairs/construction necessary or I have brought one from backlands there (in case you have the orders around you can prepare such a transfer already before you take the city - you just have to decide early which family gets the new city).
I also use the rule to my advantage as a disciplinary tool to my self to avoid pulling all workers to freshly built cities...which isn't a good idea in OW, since technical progress constantly opens new buildings options everywhere and every movement costs precious orders. So I execute the principle that each city should have at least its own worker like it is beneficial to have it being defended by a unit of that family.
 
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I never really worry about it. I build a new worker in each city, but, if I need a worker someplace to get the city going, I'll pull the nearest extra worker to do it and I usually don't go back and send it home once the new worker is built. I really hate micromanagement.
 
This feature is just forcing me to build workers from all families. Then I have to check which extra worker can be sent to which city of same family.
It does not add value to the game, it is just micromanagement for micromanagement's sake.
 
This feature is just forcing me to build workers from all families.
Which isn't a bad idea anyway because of the reduced cost per worker it brings over having a "worker pump" (where each subsequent one will cost you more, which eats up at least some of the efforts to make that worker-fytory-city growth focusses). Also, if I have built my workers local, it saves me the orders to move them. The only exception I make is if I have the Trader family on board - then their cities make some extra workers which go on a road building journey (perhaps also grabbing some often needed extra wood by harvesting or clearing shrubs/forest on their way)
 
I was not even aware of this feature. It does seem a bit on the side of too much micromanagement for my taste.
 
You don't have to micromanage it. You get a bit of extra efficiency if you bother with it but you don't have to. Just like you get a bit extra if you found cities with a settler from their families.
 
This works for players with the 'casual' trait but not for players with the 'perfectionist' trait.
It's like saying I don't have to play optimally, just play anyhow and pray that I win.
 
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I didn’t know that either. What difference does THAT make?
+1 citizen on settling iirc

you can see it when you hover on the list of families when you are about to settle, compare the tooltips and you'll see that founding with the same family as the settler's origin family will give you something more
 
On lower difficulties, yes I don't have to choose settlers, I don't have to choose workers, there is probably no impact.
On higher difficulties, it's just going to make things harder if I don't make use of any advantage I can find.

Is the reply then going to be "I don't have to play at higher difficulties, I can just choose to play easy level."
 
no, that's not what I meant, sorry I didn't mean to imply anything like that.
I was stating my point of view on the matter, and I can see we have diverging ones, so I apologize if you perceived it as an aggression.
To me, "perfectionism" to use your word in such a game goes hand in hand with micromanagement.
To make a parallel, one doesn't become great at combat without paying attention to which side of a river to settle, to which unit with which promotion to position on which tile, etc.
The high skill ceiling of the game is partly dependent on offering many small ways to optimize gameplay.
 
Perfectionism can also mean different thing to different people.
I have the same OCD that I need to take advantage of every bonus I can find. However sometimes it's actually playing suboptimal. Sometimes it might be better to do immediately something with the "wrong" worker or settler, because you will benefit from it faster, and it will be more impactful on your game than getting the bonus. In that case, some quick-win perfectionnists would do something else. Not my case, and probably one thing stopping me from being a "more skilled" player (along with kids, wife, job... :o ).
 
Yes, these creates trade-offs. Is it better to free city build queues from worker productions to capitalize on one of your awesome growth city and eat the turn penalty a bit more often ? Is it better to heal your worker first before starting a new improvement (if it's missing over 5HP), how do you trade between short term and long term benefits ? etc
 
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