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patcon
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I like the idea of needing supervisors. It might help with the complaint of huge numbers of workers that have to be individually tasked and managed.
What I see is a multi-layered approach.
1. Have a soft cap on the number of workers - maybe 1 per city. (I could buy into increasing the cap for larger cities.) By "soft cap" I mean that you can have additional workers, but then worker efficiency is diminished to half of nominal efficiency. It might be better if only excess workers had reduced efficiency but it would probably be easiest to code if all workers have efficiency reduced if the cap is exceeded.
2. Have city improvements (Guild Hall, Union Hall, Tech School) which increase the cap for each city with the improvement. Guild Hall is required for Union Hall, Union Hall is required for Tech School, effect is cumulative.
3. Have small wonders (names don't come to mind) which place guild halls, union halls, and tech schools in all cities and increase the supervisory capacity of the supervisor unit.
4. Have a "supervisor" unit which is essentially an army unit for workers. A supervisor is a worker stack which has 1 extra movement point, slightly improved efficiency, and is moved and tasked as a single unit. Workers in a supervisor don't count against the soft cap. If a supervisor joins a city, only the workers join the city and the supervisor is disbanded. If a supervisor is attacked, the workers are captured and the supervisor is killed or captured.
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Maquiladora
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quote: Micromanaging workers is not different then micromanaging public works |
Stop trolling, or if you're serious try to actually know what you're talking about.
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patcon
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quote: Originally posted by Lou Wigman
I refuse to micro-manage workers. If there are workers in Civ4 then Firaxis won't be getting my money. |
Perhaps I don't understand the PW model, but I don't see how creating tile improvements via PW would be much different from creating tile improvements via worker actions, especially if we get the ability to order worker actions in stacks in the same way that we can now order worker movement in stacks. In PW do I have to allocate resources (gold) to a PW account - would this be on a rate basis (10% of output) or a set amount (X amount of gold so I can build Y tiles of roads)? - then designate which tiles get which improvements? Would I get to prioritize which tile gets improved first or would I say "build this 10-tile road from point A to point B" and then wait until all 10 tiles are paid for then "voila!" the entire road is built at once?
In my view, Civ is, at its heart, a unit-based game, which implies a certain degree of inherent micromanagement. Even the highly-abstracted aspects of science, taxation, and production can be micromanaged to a degree through the use of specialists. If we are going to abstract tile improvements via PW, why stop there? Why not abstract warfare by scrapping individual units (who really wants to move all those tanks and spearmen) in favor of some abstract "military budget"?
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