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star mouse
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of the Barbarians
Aug 2001 time: 16:15
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quote: Originally posted by lockstep
My suggestion for a civ3 expansion pack: Keep the 'worker' unit, but add a 'public works' system that can be applied only within yor civīs cultural borders. |
Keep the workers, but introduce public works. My idea for a public works system is a single global "orders queue" for all workers. Available workers will fulfil the orders as efficiently as possible. If one needs more workers, the advisors tell the player. If the workers are idle, the advisors also tell the player.
For example, one might have orders to place a road on tiles so that two major cities are connected. All the available workers will flock to this area to complete the road. While the workers are building these roads, the player can then decide to build a mine on the hill, and irrigate some squares. When the workers finish the road, they will then complete these additional orders.
This idea combines the best of both worlds. The player has the workers/settlers of CIV, and the ease of ordering them around of the CTP PW system.
It should also be possible to give individual workers specific orders.
The problem with this system is the possibility of workers wandering all over the map, completing orders strictly in the order they were placed on the queue.
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ADG mentioned not building roads as part of a tech-based strategy in CTP, which reminds me that roads seem to have a radically greater importance in Civ3 than any of its predecessors (direct lineage or not). From my understanding, we will need a road connecting any city to any resource that it wishes to have access to (either within its cultural borders, just outside its cultural borders, or via another city). Furthermore, trade will also require roads.
So, not only do we have the added decision-making with regard to population points v. expansion, we also have the quandry of develop v. expand. Should be very ineresting, indeed!
I can hardly wait. 
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jsw363
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There's a system similar to this in Tropico. You set up a space for a building and then workers come and build what you've set up. It's a bit annoying sometimes since they are hard to control and they don't always finish the buildings as well as they would if you could control all of them. Also this system is made for a game with more worker units. There is a priority feature which allows you to prioritize some buildings and downgrade the priority of other buildings.
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jsw363, I hadn't recognized the similarity to the worker concept in Tropico. Good catch!
Of course, the inability to fully control those workers--beyond setting general priorities--is probably more realistic, although frustrating.
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Edward
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Not having played CTP, I too am unfamiliar with the Public Works system. Can a city only improve terrain in it's city radius? How do you make roads between distant cities (through the wilderness beyond the cities)? Or are roads merely for production rather than travel in CTP?
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star mouse
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of the Barbarians
Aug 2001 time: 16:15
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quote: Originally posted by Edward
Not having played CTP, I too am unfamiliar with the Public Works system. Can a city only improve terrain in it's city radius? How do you make roads between distant cities (through the wilderness beyond the cities)? Or are roads merely for production rather than travel in CTP? |
A player could only place PW within the borders of their civilisation. In CTP, borders were defined as the area that your city would cover when it expanded to its maximum size. In CTP, the area a city exploited depended on the size of a city. For example, a city of size 6 only exploited the 8 tiles surrounding it, but when it grew to size 7, it exploited 21 tiles. The maximum size of a city radius is 5, but this could be configured.
The annoying thing would be tiles outside a city radius could not be built on. You could have a single tile outside your empire with cities on all four sides, but you could not build a road on it.
As for my idea, a good way of automating the workers would be for a worker to pick the task in the queue that would take the least time to finish, with a weighting added depending on queue position. The length of time needed to complete a task is the sum of the time needed to get to the tile and the time to complete the task itself. So if a worker needed 3 turns to get to a tile plus 5 turns to build irrigation on that tile, the total time needed to complete the task is 8 turns.
Last edited by star mouse on 14-09-2001 at 05:47
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Adagio

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quote: Originally posted by star mouse
A player could only place PW within the borders of their civilisation. In CTP, borders were defined as the area that your city would cover when it expanded to its maximum size. In CTP, the area a city exploited depended on the size of a city. For example, a city of size 6 only exploited the 8 tiles surrounding it, but when it grew to size 7, it exploited 21 tiles. The maximum size of a city radius is 5, but this could be configured.
The annoying thing would be tiles outside a city radius could not be built on. You could have a single tile outside your empire with cities on all four sides, but you could not build a road on it. |
And one more thing, when building an improvent outside the city borders you can't actually see the improvement before an unit have seen the place after it was built, which was too unrealistic because what about the people who built it, couldn't they have drawn the map with the new improvement.
And for 2 cities that are too far away from each other so the nation borders didn't reach each other it became imposible to build a road from one city to another
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Slax
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London, Ontario, Canada
Jan 1970 time: 00:15
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quote: Originally posted by Colonel Kraken
I have never understood why so many people think it is so wonderful to micromanage a bunch of settler/worker units all over the map to make roads and other such improvements. I hated that in CivII. Furthermore, removing a population from the city to accomplish this seems extreme to me.
CtPs public works system wasn't perfect but it gave a sense of government projects being completed with public funds and hired hands. And, if you saved up enough, you could build many things at once. This was appropriate simply because every turn spanned 5, 10, 20, or even 50 years.
Although, I must admit, I never have understood why the player (and thus the government of the civ) should be allowed to build things like farms, mines, marketplaces, etc. These are things that would be built privately by entrepreneurial individuals.
Oh well. |
I vote for the CTP method, for the reasons mentioned above.
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