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jomateix
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quote: Originally posted by Thriller
And as you know, automation is a pretty bad idea.
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Truly? I always automatize my workers (except for large roads) and also I put the city governor on for people riots.
Sometimes the workers make errors of planinng, but usually they do good.
I forgot something allowing the automatization?
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eris
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[QUOTE] Originally posted by Last Conformist
Of course, one's entitled to feel that sacrificing efficiency for less tedium is worth it. QUOTE]
As long as you don't mind the sneers, blatant or implied, that seem to come from somemore experienced and (definiely) skilled players, you can do anything you want. Otherwise you will get the quiet admiration of those too shy or lacking in self confidence to say out loud that they play the game for fun, not perfection.
The game is all about trade-off decisions. I guess one of the main ones is deciding where you are in that balance between skill-challenge and just-plain-fun. I think we all adjust it as we play. Note the satisfaction displayed when someone reports they have just maganged a new game difficulty level or survived an originally bleak looking situation.
I find that discussing Civ3 is as complex and convoluted as playing Civ3, and I find myself not overly unsurprised or unhappy at that finding. I wish I could offer more strategic advice, but in truth, the best advice I have seen or offered consists of rephrasings of "Have Fun!"
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stevel
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One mod I've experimented with is to make workers unbuildable and have the palace create a worker every 50 turns or so, thereby reducing the micromanagement workload.
Unfortunately the AI wasn't good at moving workers to discovered islands so they never got developed, and I haven't worked out how to rectify this
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stevel
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I too would prefer a more expensive worker solution.
One problem is that the payback on a worker is about 15 turns, making them incredibly cheap.
Even if you make the workers 30 or 40 shields I probably would still build an army of them later on, and they would be too expensive early - although you could have different tech dependant/obsolesence classes of worker that vary in cost -- like the settlers in the dyp mod.
I agree with hex that the idea should be that you can't optimise every tile being used - choices should have to be made between different improvement/worker action options, which is what I had to do with 1 worker every 50 turns.
Development did slow down though, particularly with land trade networks being developed.
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