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Akron
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I hated PW. It was more micromanagement than settlers/engineers.
I really feel that there will be much less micromanagement in civ 3, with the improved governors, hopefully better settler automation or queues, and city build queues. The most annoying thing, especially in the modern age, was the number of pop-ups at the beginning of the turn that required you to change build orders. Queues, especially loadable queues, will improve that. Hopefully there will be decent worker automation.
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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As horrible as CTP/CTP2 were, one of the few things it improved upon was PW. However if there is some way to queue up orders for the workers or automate them, that would be fine.
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player1
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Belgrade, YU
Sep 2001 time: 06:15
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quote: Originally posted by Blake
The CTP2 national manager worked really well for me.
A great many build orders could be given with just a few clicks, and it was very precise too.
(Inserting a factory into the build queue of every city with production over 100 is trivial)
But that was about the only part of CTP2 which was good , the general tile improvment and city workers style sucked, but I wouldn't be too quick to blame the suckiness on the PW's part. |
You should see a NATONAL MANAGER of CTP1, it is merged with build manager, and practicly is only screen I used when playing the game.
In CTP2 it is ruied, and you need too many CLICKS to make right decision.
Also I like placing WORKERS, in CTP2 that concept is BROKEN,
You build a FARM and insted of getting 10 FOOD you get 10*2/6=3.3
FOOD, because yours city is size 3!
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Bleyn
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On the subject of MM, one thing about all of Sid's TBS games-- Civ, Civ2, and SMAC, is that to maximize a citys utilization of a resource other than food, you always have to do it manually, and any time a city grows in pop. you typically have to go and adjust what city squares its utilizing again because it always selects for maximum food.
Is there any chance that the city governer controls will include an option to select the resource priorities between shields, commerce, and food? I'd be happy to see anything that allows you to tell the AI which resource is the priority in a city instead of having to constantly adjust cities to avoid unwanted pop. growth and improve shield production or commerce.
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Akron
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quote: Originally posted by Moral Hazard
Akron:
How is PW more micromanagement than workers? There are valid critisms of PW, but MM isn't one of them, IMNSHO.
Added: actually PW is macromanagement |
As I think someone else already said, when you have a settler/worker, there were certain possible improvements you could build, but it was limited to the surrounding terrain. So it was pretty easy to choose what to develop. But with CTP, there was way too much planning involved in using PW. It was a headache to decide how to distribute PW points to different cities, and there was always one city that I'd forget to improve. Or I may forget to use PW for a few turns. Or I may start putting down farms but later realize that I need a fortress on one of my borders, but I won't have enough PW left. This was frustrating. With civ2, I had a settler/engineer for every city that would improve the terrain surrounding that city until either everything was improve or there was no need to further improve for a while (due to limitations such as sewer system requirements). If workers can be queued, then that will make the system much better.
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