Workers in 7

There will be no workers
 
No chopping, either, apparently.
 
No chopping, either, apparently.

I hadn't thought of that. No more building wooden spaceships. Seriously though it has me more worried for the game. Taking out mechanics human players can excel at but the AI can't. Makes for a more challenging game for sure, but a more boring one as well with limited options.
 
How will roads be made without workers? Will it be done through trade routes?
I dunno if I heard correctly, but I remember hearing from a vid from a content guy that the roads are auto built between cities n towns, a direct comparison to Civ6 Rome's National ability was made.
Other civ-like games have played with that concept as a universal thing between civ6's release til now while Civ had it only as Rome's thing in 6, and now Civ is following suit for it being universal if this is true.
 
I hadn't thought of that. No more building wooden spaceships. Seriously though it has me more worried for the game. Taking out mechanics human players can excel at but the AI can't. Makes for a more challenging game for sure, but a more boring one as well with limited options.
This is of course assuming that options are therefore reduced, and new ones aren't added.
 
Best news ever, as far as I'm concerned.. I've always hated this mechanic. Especially because it became THE element of strategy, that differentiated human from AI players.
Yeah chopping was always lame (but really only due to the excessively high yields). It's high time this strategy gets the ax... the chop.
 
Bah, workers were never done right.

Now had they came with their own abilities, they would've been interesting. Like promoting one to be a scout-type unit.

In Civ 4 they were constantly building roads because there was no downside to having roads absolutely everywhere.
In 5 they operated in stops and starts because after growing your first few cities there wasn't much to do until Railroads and Coal/Oil/Uranium. And they costed money.
6 they were marginally easier to use [finally no more work boats!], but you had to plan their one-time uses well in advance, and if you used them wrong? whoops...!
 
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Chopping is overpowered in civ 6, so while it was fun to finish a wonder in a few turns it may be for the better that it's gone.

I wonder if there will still be a military engineer equivalent. I'd be surprised if forts are gone completely even though they're basically useless in civ 6. And you may want to build them in neutral territory so I'm not sure it would make sense to build them via the city menu like we're doing with most tile improvements.
 
Ursa Ryan's two hour impressions video on YouTube:

Actually has a lot of great info I haven't necessarily seen discussed here yet. It's also very easy to navigate the video.
Thanks. I just stated watching, but already found useful new info.

That's kind of lame about roads being automatic. Roads were and are major undertakings of engineering and logistics.
 
So... if forests/woods can't be chopped, is there any way to remove them? I'd imagine they are removed automatically if you place a urban district or wonder on them. Are we just forced to put lumber mills on them? Assuming they are rural districts that is.
 
So... if forests/woods can't be chopped, is there any way to remove them? I'd imagine they are removed automatically if you place a urban district or wonder on them. Are we just forced to put lumber mills on them? Assuming they are rural districts that is.
If you place a rural district over woods it always becomes a lumbermill. Each terrain feature translates it only one rural district type.

I believe if you placed an urban district over woods it may keep some trees for the visual, but since there's no chopping bonus it's not necessarily "removed".
 
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