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Topic: Dear god, the auto workers are coming! |  |
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted April 06, 2001 16:46
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quote:
 Civilization III will utilize the same kind of system for terrain improvements that its predecessors did. That said, a new worker unit has been added to the game and the settler unit is now solely responsible for founding new cities. The worker will now handle all terrain improvements such as irrigation, mining, and building roads.
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as someone who has played more ctp1/2 than smac in the last 2 years, the thought of waiting for 10-15 automated worker units to stop running around doing nothing makes me want to go AAAAAAAAAAAAAAAAAAAAH  so, please, dear great Gods of Civ(you know who you are), please oh please, give us smarter worker units. much smarter!!! |
airdrik Warlord Boise, ID, USA Oct 2000
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posted April 06, 2001 17:07
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Here, here. I think everyone agrees that a smarter AI is required. And they said that they would revamp it, so here's hoping. Maybe there could be different settings like: connect all cities w/ roads/railroads, build road/rr to x city/tile, road every square in the city radii, irrigate everything, mine everything, or maximise production. |
Roman Prince Bratislava, Slovakia Sep 2000
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posted April 06, 2001 17:30
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I like the settleres/workers concept.  |
The diplomat Prince muncie,IN USA Sep 1999
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posted April 06, 2001 17:40
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The PW system was more efficient. I am a little concerned that we will face a nightmare with dozens of workers to keep track of like in civ2. I am also a little concerned with the AI. I would hate to see the AI having tons of workers just wondering around in a circle like the pods/formers did in SMAC. Perhaps, Firaxis can clarify how they plan to prevent this. ------------------ No permanent enemies, no permanent friends. |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted April 06, 2001 18:24
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quote:
 Originally posted by MarkG: please oh please, give us smarter worker units. much smarter!!!
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AMEN to that!! Can't count the number of times I've had to put a settler or engineer back on manual in Civ2 because he was doing the most crazy things! quote:
 Originally posted by airdrik: Maybe there could be different settings like: connect all cities w/ roads/railroads, build road/rr to x city/tile, road every square in the city radii, irrigate everything, mine everything, or maximise production.
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Yes! That would be great, IF the AI is smart enough to make it work! 
[This message has been edited by Ilkuul (edited April 06, 2001).]
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Trachmir Chieftain Miami, Fl USA Dec 2000
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posted April 06, 2001 18:38
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Iwas really hoping for some sort of PW system... this news is quite depressing IMHO. And "Road every Tile in city radius"! I certainly hope not... I hated the old civ2 eyesores, I hope roads are only for "connecting" your civ... not +1 trade.FIRAXIS, PLEASE rethink this! |
Par4 King I will strike down upon thee with great venegence May 2000
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posted April 06, 2001 18:47
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Par4 is super pissed, this sucks  I still play SMAC quite a bit(although EU has taken away all computer time), and I like having standardized city designs, but I hate micromanaging 20 formers, it's damn annoying and sucks. But if I put them on auto, not only do they do stupid stuff like go through lots and lots of fungus(and then get killed by mindworms) but it builds boreholes right in the middle of 8 farms instead of a condensor and other stuff such as that. I like the new settlers 2 pops ,but I hope they have an option for city planners like in CTP2, I would hate to have to rebuild cities from scrath. I fear for military reforms to Civ3, stacks and leaders is all I think we'll get... |
Eli Emperor of Israel. aka Builder Jul 2000
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posted April 06, 2001 19:54
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They can improve it as much as they want to but I will NEVER EVER give the AI to decide on such issues.------------------ Builder. "Antisemites? They are just the descendants of monkeys and are jealous of the descendants of Adam and Eve" "The length of a minute depends on which side of the toilet door you're on" |
Par4 King I will strike down upon thee with great venegence May 2000
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posted April 06, 2001 19:59
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Be prepared to spend all your spare time managing terraformer guys then....The AI better be damn good, B&W levels at least... |
Zanzin Chieftain Sydney, Australia Mar 2001
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posted April 06, 2001 20:29
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This is disappointing news. If there was ONE thing Activision did right with their take on civ, it was public works. It was a major improvment over managing individual units. Why Firaxis can't recognise this, I don't understand.Next thing we know it, they'll tell us they've decided against stacked combat!! |
Chronus Warlord
Aug 2000
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posted April 06, 2001 21:02
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TRACHMIR QUOTE: "I hope roads are only for "connecting" your civ... not +1 trade."I fully disagree. That would reduce the purpose of roads to mere military purposes. This is highly unrealistic since roads have had a large influence on economies throughout history. |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 06, 2001 21:06
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Ah, Good stuff. I like micromanaging my workers, and now I don't have to waste settlers on it. Good work! |
Trachmir Chieftain Miami, Fl USA Dec 2000
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posted April 06, 2001 22:31
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Chronos,Trade only increases from roads if they connect somewhere, not if they go round and round... besides I'm sure we can guess that smaller access roads are built the same time you build a farm or a mine, afterall the supplies to build these improvements have to be brought there in the first place. Roads should give a economy bonous when they connect to another city, thus opening up a trade route... not just because you built roads in every tile around your city... that's just UGLY. |
J.DeMobray Prince Seattle, WA, USA May 99
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posted April 06, 2001 23:03
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I agree with Imran Siddiqui, this is very good news. I love the idea of a seperate Worker unit who actually handles the terraforming duties. I also don't mind the 2 pop cost settlers at all (even though I'm a big fan of victory by ICS). I enjoy micromanagement. |
Dienstag Chieftain Sinking Spring, PA, USA Feb 2000
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posted April 07, 2001 00:09
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Here's another vote for micromanaging tile improvements. Bring it on!! While we're on the topic of terraforming (sorta), I thought I'd share a quote I came across this week:Isaiah 41:15 "Behold, I shall make thee a new sharp threshing instrument having teeth: thou shalt thresh the mountains, and beat them small, and shalt make the hills as chaff." Ponder that...
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Mister Pleasant Chieftain New Orleans Jan 2001
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posted April 07, 2001 00:19
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Criminey, its time to herd units (much like herding cats). And the workers take a pop off the city that builds them? Even the SMAC terraformers didn't do that! Does it really take a whole pop point to build a damn road? (Especially over a twenty-five year period at the beginning of a game). Activision may not be capable of writing an AI that works, but many of their ancillary improvements were vast improvements over civ2. This news has chilled some of my enthusiasm for the game. But I guess I'll just have to remove the silly pop loss from the rules. But as long as the AI can keep up all will be forgiven. |
Par4 King I will strike down upon thee with great venegence May 2000
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posted April 07, 2001 01:06
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Maybe they'll have a decent queue system so I can have maybe 3 former guys for each couple cities, 1 doing farms, 1 doing irrigation, 1 doing roads and other stuff until they are done which will take many turns since they'll be assigned to a queue.LONG LIVE PUBLIC WORKS!!!!!! FIRAXIS!!!!!!!!! |
Henrik Prince of the Angaracks Dec 2000
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posted April 07, 2001 02:04
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I never played ctp, my first impression is that this is something good... But as I said I never played a game whit pw so I don't have something to relate to... The important thing is (as have been pointed out above) the AI, if I can trust the computer to manage my worker units for me when my empire gets big then it's no problem (the AI controlled players would ofcourse have to be as good at it). |
EnochF Prince Seattle, WA b.02-15-99
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posted April 07, 2001 02:21
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quote:
 Trade only increases from roads if they connect somewhere, not if they go round and round
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Roads do connect "somewhere." They connect outlying regions to your city center. Thus, farmers and miners in that square can more easily bring their surplus into your marketplace. Note: A road cannot generate extra trade unless one of your citizens is working the square. Other notes: Beauty is in the eye of the beholder. I have never considered roads in every tile an "eyesore." I am quizzically amused at the prospect of players petitioning Firaxis to deprive me of my trade bonus because of their aesthetic taste.  Engineers (Workers) are highly preferable when compared to Public Works. Players who disagree are welcome to continue playing the Call to Power series. This is a turn-based game. It's not a real-time wargame where civilized expansion can at times be a distraction when the player's attention is absorbed by military ventures. In Civ III, eliminating builder units in favor of Public Works would have been just as silly as eliminating military units in favor of a War Fund.
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted April 07, 2001 02:34
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quote:
 Originally posted by EnochF on 04-07-2001 02:21 AM This is a turn-based game. It's not a real-time wargame where civilized expansion can at times be a distraction when the player's attention is absorbed by military ventures. In Civ III, eliminating builder units in favor of Public Works would have been just as silly as eliminating military units in favor of a War Fund.
 | being a turn-based games doesnt mean that you have to spent half your time on moving units around or waiting for automated units to stop running around. in the sense that you put it, there should be no automated-workers feature cause it would take from the "building" fun of the game!of course an worker unit adds more depth in the strategy part(pillaging etc), but i hope we will not end up with the problems of civ2 and smac. imran, with pw you can micromanage all you want. it's a matter of choice whether or not you are going to build on road each turn or wait a few turns and build more.... |
Zanzin Chieftain Sydney, Australia Mar 2001
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posted April 07, 2001 03:08
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At the end of day, a public works system has more pros than cons, the benifits easily outweighing a worker unit system. I find it amazing that Firaxis can't understand this. Are they afraid to borrow from CTP1/2 because of Activisions lawyers?? C'mon guys - they stole the SMAC borders for CTP2 - they owe you!I can't really begin to express what a backward step I feel this "worker unit" is. |
My Wife Hates CIV Emperor
b.02-15-99
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posted April 07, 2001 03:24
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For the automated settler/engineer units...perhaps a text file (something like the rules.txt file) for the automated settings. Here you could set what the priority should be. What to build first and on what type of land. With a in game menu you could set special case stuff. Something like connect cities with roads/rail. Of course with a in game menu you could forget the text file and control the automated stuff as the game continues. |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 07, 2001 03:59
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quote:
 imran, with pw you can micromanage all you want. it's a matter of choice whether or not you are going to build on road each turn or wait a few turns and build more....
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Yeah, but it felt so... distant. And many times I forgot it was even there. I really didn't like it too much. I like the terraformers in SMAC better, you knew when they were done, 'cause they'd come on your unit list . |
Lancer Emperor Oregon Coast Apr 99
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posted April 07, 2001 04:25
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I like the workers because they can be killed or protected. PW is nice because it's easier. In the end I'll go w/ workers, because easier in this instance detracts from game play in my opinion. In real life roads are not dropped from the sky, they are built by workers. Those workers represent an investment in population and expense. I hope they gain staus too, like veteran workers who are expert at what they do and do it faster than green workers. You see a road drop from the sky and I'll rethink my position, until then, I am a worker, I've built or repaired lots of stuff (draw the line at cleaning up polution) and I like to be represented on the board. Now if we could just get armored cavalry... I know, the tank units. |
raingoon Prince Los Angeles Aug 1999
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posted April 07, 2001 04:50
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No Public Works? Thank you, thank you!!! What a horrendous, abhorrant, HORRID gameplay idea PW was. Managing your empire is not a spreadsheet activity requiring "efficiency", it's a gameplay activity, requiring (wait for it) high stakes! With settler/builder units you actually have something at stake on the game map. You have costs to consider. PW took away my sense of accomplishment when I finally built that trans-continental railroad, etc. Truly one of the reasons I never fell in love with Call to Power, and believe me I tried, was PW. Sweet Sid! Praise Jesus! Glory-Glory! and Happy New Year! |
connorkimbro Emperor DLIFLC - Presidio of Monterey, CA b.02-15-99
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posted April 07, 2001 05:39
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I agree that at times, managing lots of settlers can be a time consuming when you just want to get to that battle on the other side of the world. HOWEVER, that, IMO, is better than public works as implemented by activision. SO, Firaxis, keep it up! Just make sure the game is fun!how about, you can queue orders to the workers so you don't have to tell them what to do EVERY time they finish a job? hmm? |
Mister Pleasant Chieftain New Orleans Jan 2001
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posted April 07, 2001 07:37
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I feel the need to respond to some of the objections to PW. Here it goes. (1) Granted, Lancer, roads don't fall from the sky. But then again, does it matter if work crews are represented by units or a PW fund? After all, scientific discoveries and engineering blueprints do not fall from the sky, but I don't hear you clamouring for scientist units. (2) Activision stole the whole damn game concept. Firaxis should not feel bad about borrowing one of activision's innovations. Besides, if CTPII had a worthy AI it owuld have been a damn fine game. (3) High stakes?!? Had you payed attention when playing CTP1 or 2, Raingoon, you might have noticed the burdensome costs of developing squares. Believe me, you dreaded the AI pillaging fisheries, advanced mines, or hydroponic farms. (4) The AI has real trouble pathfinding development-type units. Just watch SMAC terraformers. PW eliminated those problems. It would be a real shame to give up that "feeling of accomplishment" for something as minor as a challenging computer opponent. The same points were made during an earlier discussion about the pathfinding for settler-type units. Unburden the AI. (5) I hate moving tons of developer-types, building roads, building irrigation, followed by farms and railroads. It detracts from the game, does not expand on possible actions one iota, and Zanzin has it right. Worker units instead of public works is like transistors instead of ICs - a giant step backwards. |
Roman Prince Bratislava, Slovakia Sep 2000
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posted April 07, 2001 08:08
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quote:
 Originally posted by Mister Pleasant on 04-07-2001 07:37 AM (1) Granted, Lancer, roads don't fall from the sky. But then again, does it matter if work crews are represented by units or a PW fund? After all, scientific discoveries and engineering blueprints do not fall from the sky, but I don't hear you clamouring for scientist units.
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As far as realism is concerned; the problem with the PW fund is that you can accumulate PW points. Since by far the biggest input into real-life public works is labour; this is essentially equivalent to stacking labour, which obviously cannot be done. quote:

(2) Activision stole the whole damn game concept. Firaxis should not feel bad about borrowing one of activision's innovations. Besides, if CTPII had a worthy AI it owuld have been a damn fine game.
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Perhaps they could 'borrow' the PW concept, but why? I don't think it is superior. quote:

(3) High stakes?!? Had you payed attention when playing CTP1 or 2, Raingoon, you might have noticed the burdensome costs of developing squares. Believe me, you dreaded the AI pillaging fisheries, advanced mines, or hydroponic farms.
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Well, this may be true, but I think what Lancer meant is that in Ctp you don't need to protect your building capabilities. Moreover, I hate the fact that in Ctp you can only build tile improvements in your own borders. What if you want to help your allied neigbour develop, or build engeneering works to support your advancing army? quote:

(4) The AI has real trouble pathfinding development-type units. Just watch SMAC terraformers. PW eliminated those problems. It would be a real shame to give up that "feeling of accomplishment" for something as minor as a challenging computer opponent. The same points were made during an earlier discussion about the pathfinding for settler-type units. Unburden the AI.
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Firaxis said that this issue has already been solved and units now have 100% perfect pathfinding. quote:

(5) I hate moving tons of developer-types, building roads, building irrigation, followed by farms and railroads. It detracts from the game, does not expand on possible actions one iota, and Zanzin has it right. Worker units instead of public works is like transistors instead of ICs - a giant step backwards.
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I disagree. In Ctp I always forgot to build public works, since I did not have a unit "flashing" when it finished its job as in Civ2. Furthermore, I think workers do not add so much to micromanagement at all. With PW you still have to place the tile improvements on individual tiles and with workers you even have hotkeys to accomplish this, which means less mouse clicks. |
Steve Clark Prince Colorado Springs, CO Oct 1999
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posted April 07, 2001 10:34
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quote:
 Originally posted by Eli on 04-06-2001 07:54 PM They can improve it as much as they want to but I will NEVER EVER give the AI to decide on such issues.
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My sentiments exactly. You guys are fools if you trust the AI to do anything in which you can do better. The key, though, is to balance micromanagement with playability; but in a game like this, you better be paying attention to your units instead of playing lazy.
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted April 07, 2001 13:27
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Lancer quote:
 In real life roads are not dropped from the sky, they are built by workers.
 | and tanks are not being built with a single order, you have to have factories and iron etc. i dont see you complaining about the lack of realism in this part of the game  Roman quote:
 this is essentially equivalent to stacking labour, which obviously cannot be done.
 | while changing production from tanks to a bank and only loosing a part of your "shields" is extremely realistic.... quote:
 What if you want to help your allied neigbour develop, or build engeneering works to support your advancing army?
 | that's an improvement to the system that could be done. quote:
 Firaxis said that this issue has already been solved and units now have 100% perfect pathfinding.
 | let me see it first and then i'll believe  quote:
 In Ctp I always forgot to build public works, since I did not have a unit "flashing" when it finished its job as in Civ2
 | one of the small mods using slic adds a warning box when you have too much pw points. is that all? quote:
 with workers you even have hotkeys to accomplish this, which means less mouse clicks
 | dont forget that you have to order them to move where you want them first, wait until they get there etc....raingoon quote:
 PW took away my sense of accomplishment when I finally built that trans-continental railroad, etc
 | have you ever stopped spending pw points while waiting to discover railroad, and when you do to upgrade your "trans-continental road" to a "trans-continental railroad" in one turn? that is an accomplishment  remember people: just because a game is different, it doesnt mean that it cant be fun in a different way than what you are used to.... 
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MrFun Prince United States, Iowa Nov 2000
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posted April 07, 2001 14:59
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Wow - here is to Markos -- the master of logic!  All your counter-points in your latest post here were very good. Meanwhile, I am eagerly waiting for Civilization III while fixing some problems with my modified Call to Power II. |
Par4 King I will strike down upon thee with great venegence May 2000
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posted April 07, 2001 15:09
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The micromanagement, please someone think of the micromanagement!!!I hope there's a unit that comes around later that doesn't use 1 population, in 20th century level countries tens of thousands are people aren't used to create roads... PWorkers Vs Micromanagers |
Jon Miller Prince
May 99
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posted April 07, 2001 15:22
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Workers are fun in the beginning. They just can get tedious later on. I would use the AI if it was good enough (more effeicient times wise if not more effienctc game wise). Woekers are a lot of the fun in the early game.
Jon Miller |
ChrisShaffer Warlord Chicago, IL, USA Aug 1999
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posted April 07, 2001 15:25
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I'm thrilled to hear that there are worker units. Managing terrain improvements is one of my favorite things about Civ. I can't imagine ever letting the computer control my settlers/formers/workers.I, for one, am willing to believe that Firaxis is capable of improving the AI's ability to control colonists and workers.
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Lancer Emperor Oregon Coast Apr 99
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posted April 07, 2001 15:48
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-what Roman said  Markos, actually I haven't complained about lack of realism in resources, I started a whole thread on it, now in its second edition. Recourses are well covered in my thread, "Making Trade Essential..." Regarding building tanks without factories, I'm on my way to "complain" about that now. Watch for my newest thread, "Manufacturing Capability Should Come Before End Product" which I'm about to manufacture in my threadmill...  As far as factory workers being represented, I have no problem w/ that. I play Colonization now and again and enjoy the hunt for professional workers. Mr Pleasant, The "scientist" that designs roads is represented in the game, in your city population. Like most office workers, he doesn't get out much. If there is to be a change, I think it should be in setting larger tasks for the new worker units. As connerkimbro said, be able tp program the worker to do more than one thing. Lay out the whole road, not just square by square. Perhaps being able to plan on the map every farm, road and mine to be build for the next 10 or 20 turns, and what order they are to be built in would resolve the micromanagement issues while still maintaining unit representation for the guys that get the job done, for the reasons mentioned earlier. Besides Mr Pleasant and his 'workers shouldn't be on the board because scientists aren't', I haven't seen anyone even try to debate my reasoning on why the should be there. [This message has been edited by Lancer (edited April 08, 2001).] |
Mister Pleasant Chieftain New Orleans Jan 2001
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posted April 07, 2001 16:40
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100% Pathfinding? HAHAHAHAHAHAHAHAHAHA. Even human players aren't perfect at this. Lancer, my point was that the role of workers can be represented by a unit or a PW fund, much as scientists can be represented as specialists or a unit. |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted April 07, 2001 17:45
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quote:
 Originally posted by Par4 on 04-07-2001 03:09 PM I hope there's a unit that comes around later that doesn't use 1 population, in 20th century level countries tens of thousands are people aren't used to create roads...
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A good point. Maybe, for greater realism, the worker unit could cost 1 pop up to a certain city size (12?), after which there would be no pop cost. Not having played CTP, I'm not familiar with the PW setup; but I do like the idea of being able to automate workers to, for instance, connect cities with roads/railroads, rather than just building them within one city's radius (IF it works better than the automate function in Civ2!). It would also be very good if workers could be instructed to irrigate/build farmland on a particular type of terrain, e.g. plains or grassland - to avoid the ridiculous situation you have in Civ2 where you can find an automated engineer irrigating a perfectly good and productive forest while there are un-irrigated grassland tiles all around it! |
Zeevico Chieftain Melbourne, Australia Dec 2000
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posted April 08, 2001 00:06
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What would stop you from building millions and millions of the in one city then? Why not have it that every three workers would take 1 pop point? |
Chronus Warlord
Aug 2000
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posted April 08, 2001 01:21
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Hi Trachmir,Well now I see where our thinking is different. I picture a service road leading up to the farm as well, but it's just a dirt (or badly paved) road. Creating a road in the tiles, to me, represents upgrading them to cobblestone (or whatever best reflects the time period), etc., not to mention more of them. Not only that, but as someone mentioned above, it represents a connection to other services WITHIN the city. The key idea here is that "trade" within a city does exist without the need for another city. Example: the lack of a good transportation system could very well affect my decision to see a movie that's on the other side of town. Consequently, the entertainment industry (when looking at this on a wider scale) would be affected. "Ugly" you say. You betcha! But that's how it is in real life, no? The big, wealthy cities have tons of ugly roads stretching out for miles on end, connnecting many miniature sources of trade within (as well as outside) that very city. This all sidesteps the real issue IMOHO. Simply put, I enjoy aspects of the game that deal with economy and infrastructure. Taking the time to build roads in all my tiles results in a reward: more trade. Shouldn't I reap the benefits for such a task? Removing this bonus eliminates another aspect of infrastructure. One may say, "But it could be replaced with a better idea!" I suppose, but why not just add the idea instead of replacing? Anyway, enough with my rambling! Happy gaming . . . |
Trachmir Chieftain Miami, Fl USA Dec 2000
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posted April 08, 2001 01:48
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Then perhaps it would be better to have "roads" and "highways", one to interconect your city (that would appear as a fine network of roads), and the other to connect cities (which would be much more noticable, like roads in civ2). I'll settle for that compromise......but with out PW, my enthusiasm for the game has taken a sharp decline! |