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Topic:   POLL 20: Settlers vs Public Works Format for Better Printing
MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted April 10, 2001 18:35   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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Settlers vs Public Works
Settlers-type model
Public Works-type model
Dont know/Dont care
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[This message has been edited by MarkG (edited April 10, 2001).]
SerapisIV
Prince
Ann Arbor, MI, USA
Feb 2001
posted April 10, 2001 18:48   Click Here to See the Profile for SerapisIV   send a private message to SerapisIV
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Thanks MarkG, now watch me eat my words
Echinda
Warlord
A Canadian in New York
Jan 2001
posted April 10, 2001 19:22   Click Here to See the Profile for Echinda   send a private message to Echinda
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Go Settlers!

As frustrating as they can be (typical interaction with SMAC former: "What? - noooo - stop building sensors, ya little numbskull!") they are one of the best parts of the "builder" game. It's a cool feeling when two settlers/engineers meet to finally complete a trans-continental railroad on a big map.

Chronus
Warlord

Aug 2000
posted April 10, 2001 21:45   Click Here to See the Profile for Chronus   send a private message to Chronus
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Hey MarkG,

You really did forgive me! ;-)

GO SETTLERS!

MrFun
King
United States, Iowa
Nov 2000
posted April 10, 2001 23:09   Click Here to See the Profile for MrFun   send a private message to MrFun Visit MrFun's Homepage!
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I am going to have to say - PUBLIC WORKS IS THE WAY TO WORK!
TechWins
Settler
Mesa, AZ, United States
Apr 2001
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There's a reason why the game series is called Civilization. In creating a civilization you need to have workers; so, you can strategically place roads in a city's radius and out of it's radius. To place irrigation in the exact spot that you would like it to be placed.
connorkimbro
Emperor
DLIFLC - Presidio of Monterey, CA
b.02-15-99
posted April 11, 2001 00:46   Click Here to See the Profile for connorkimbroClick Here to Email connorkimbro  send a private message to connorkimbroSend a Message to UIN: 5285103
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go settlers/workers, go! automation as an option is fine, but with an order que, THATS THE WAY TO GOOOOO!!!

I just wish there were a way to guarantee that all people taking the poll can see that option before they take the poll. oh well, we're winning so far.

Henrik
King
of the Angaracks
Dec 2000
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I was going to complain about the Don't care option being spelled, Don't Car But it was corrected during the time it took me to hit post reply
vgriph
Warlord
Norrköping, Sweden
Apr 2001
posted April 11, 2001 05:16   Click Here to See the Profile for vgriphClick Here to Email vgriph  send a private message to vgriph
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This is a game were you shall send your workers to improve the country, and nothing else!
Zanzin
Chieftain
Sydney, Australia
Mar 2001
posted April 11, 2001 05:17   Click Here to See the Profile for ZanzinClick Here to Email Zanzin  send a private message to Zanzin
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Look, worker units would be just peachy if the computer knew how to use and how to make their use (i.e. worker automation) easy for you. Unfortunately, at least in Civ2 and SMAC, it doesn't and they don't (computer stupid, and you can't trust the automation options). Considering that Civ3 is going to based, at least to some degree, on the code from SMAC, are we really going to see things changing?

As for tile improvements being strategic, I couldn't agree more - but they're not very strategic when the computer doesn't know how to take advantage of the situation.

Hence, for a part of the game that isn't overly important because of the silly (in this area) AI, Public Works has my vote, because it makes things much easier.

Vrank Prins
Chieftain
Haarlem, Netherlands
Sep 2000
posted April 11, 2001 07:40   Click Here to See the Profile for Vrank PrinsClick Here to Email Vrank Prins  send a private message to Vrank Prins
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In COLONIZATION there is this possibility to automate the tranport of resources and tradegoods by wagontrails. Each term you can see these wagontrailunits you've build and programmed by yourself riding around out of themselves from one place to another. A bit like the camel in CIV-I&II, but also significantly different and more sofisticated.
The transportprogram, a kind of a small game"macro"program, takes away a lot of micromanagement.
When you open this program a matrix appears on your screen. You'll have to fill in the next things, from left to right in a line:

  1. choose the city, from a rolldownlist, from where goods are to be taken away
  2. choose the kind of goods (iron ore, timber, cotton, weapons etc.) from a rolldownlist,
  3. choose the city, from a rolldownlist, where goods are to be brought
  4. choose the kind of goods from a rolldownlist, which are to be left in this city

You can let the wagon run to another city to do the same again by just repeating this kind of order in a line under the upperone. Thus you can make a list to have the wagon make a "loading- and unloadingtour" in a route which hits up to six cities. The wagon automatically chooses the fastest way, I've never been really annoyed by "buggish" behaviour of a wagon.
Quite handy.

I can see something similar for the "programming" of workers or settlers, and, why not, other units. A list of things to be done for a unit could look like: "Go to xx" (and you would just have to point that out with your mouse(like in CTP, I love that feature !!)) "Then fortify, pillage, stack with, build road/irrigation/fort, etc." (from a rolldownlist of functions).

If "tileproccessing"units don't get that automatated functioning I choose for the Public Works like I know it from CTP. After having used this feature in CTP I was really fed up with having to do all the micromanagement in CIV-II.

Besides terraforming (changing mountains into hills, deserts into plains or grasslands etc., tileimprovements in CIV-II) takes way to long in CIV-II compared with CTP. Firaxis ought to do something about that too.
[This message has been edited by Vrank Prins (edited April 11, 2001).]

MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted April 11, 2001 10:43   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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amazing!

Settlers vs Public Works

Settlers-type model 38 / 50%
Public Works-type model 36 / 48%
Dont know/Dont care 1 / 1%

Total Votes: 75

cyclotron7
Prince
The Golden State
Jan 2001
posted April 11, 2001 13:42   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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Settlers are the best way to go, because PW just isn't... well, good enough for this kind of game. I just can't see railroads appearing out of nowhere and such. In addition, settlers add strategic possibilities in that they:

1) Can be killed; so you can stop the enemy from building improvements at all
2) Must be managed better, to save your citizens
3) Really ARE population, not just excess production. Production doesn't build itself, you need vast amounts of workers to build railroads and dig mine complexes.

------------------
- Cyclotron7, "that supplementary resource fanatic"

Kevin Ar18
Chieftain

Oct 1999
posted April 11, 2001 14:37   Click Here to See the Profile for Kevin Ar18Click Here to Email Kevin Ar18  send a private message to Kevin Ar18 Visit Kevin Ar18's Homepage!
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I love sending out workers to do stuff to the terrain. It would just be plain boring without them.

Also, this idea about a queue system for the workers may not be too bad.

Der_Wachter
Settler
Richmond, BC, Canada
Apr 2001
posted April 11, 2001 20:47   Click Here to See the Profile for Der_Wachter   send a private message to Der_WachterSend a Message to UIN: 1417718
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Hello! I'm new here, but I'd like to give my two cents on this Settler/Public Works issue. Personally, I prefer settlers (or Workers as the case may be with Civ III) because I like to bring these units along whenever I'm on a military campaign. I simply cannot visualize fortresses, roads, and railroads popping in the middle of my army's advance into enemy territory without some way of justifying the sudden appearance of terrain improvements.
vgriph
Warlord
Norrköping, Sweden
Apr 2001
posted April 12, 2001 04:14   Click Here to See the Profile for vgriphClick Here to Email vgriph  send a private message to vgriph
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quote:

Originally posted by Der_Wachter on 04-11-2001 08:47 PM
Personally, I prefer settlers (or Workers as the case may be with Civ III) because I like to bring these units along whenever I'm on a military campaign. I simply cannot visualize fortresses, roads, and railroads popping in the middle of my army's advance into enemy territory without some way of justifying the sudden appearance of terrain improvements.

I totally agree. The working units are very useful in war.

MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted April 12, 2001 04:52   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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quote:

Originally posted by Der_Wachter on 04-11-2001 08:47 PM
I simply cannot visualize fortresses, roads, and railroads popping in the middle of my army's advance into enemy territory without some way of justifying the sudden appearance of terrain improvements.
but you can visualize the "birth" of a new legion in one of your cities??

Vrank Prins
Chieftain
Haarlem, Netherlands
Sep 2000
posted April 12, 2001 06:51   Click Here to See the Profile for Vrank PrinsClick Here to Email Vrank Prins  send a private message to Vrank Prins
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quote:

Originally posted by Der_Wachter on 04-11-2001 08:47 PM I simply cannot visualize fortresses, roads, and railroads popping in the middle of my army's advance into enemy territory without some way of justifying the sudden appearance of terrain improvements.

Now that I come to think of it, in CTP you can only build PW's in tiles adjacent to "processed" tiles in your own territory and not just way outside of it. Pretty nasty when you want to solidly fortify whatever unit in noman's land just outside, just inside, or even in the middle of your enemies territory.
In CIV-II you can do so by just bringing a settler or engineer along with your troops who can do the job whereever you want him to do that. In CIV-III this should stay that way.

LzPrst
Settler
springfool
Apr 2001
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another fun thing with settlers is that you can build a heap of them send an army with and do a large-scale migration. building a couple of cities and using settlers to boost size and build a few irrigations. especially in rugged terrain this is great for creating "colonies" in faraway lands.
i admit its costly and time-consuming but its fun and gives a little history to the game for example:
"in the 26th year of the rule of Khan XIX the people were crowding their cities, squabbling over food and resources so Khan our great King, son of the unending line of kings, ordered that the second son of every family was to gather his belongings and leave for the unknown land far east accompanied by 10 of the lands finest legions. for three generations they wandered until they reached the end of the Ahklmenn river where it emptied out into the sea where they settled. and it was so the small inland kingdom of Mongl became a great seafaring nation"

Der_Wachter
Settler
Richmond, BC, Canada
Apr 2001
posted April 12, 2001 13:03   Click Here to See the Profile for Der_Wachter   send a private message to Der_WachterSend a Message to UIN: 1417718
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MarkG:
Come to think of it, I don't think I can visualize the birth of a legion in my cities either. But I think it's easier to imagine soldiers being recruited (even though the game (Civ II) doesn't properly reflect this with a drop in population points) in a city where there is a large concentration of people than to try to visualize terrain improvements being built without a "physical" presence there to account for it.
MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted April 12, 2001 13:51   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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quote:

Originally posted by Der_Wachter on 04-12-2001 01:03 PM
But I think it's easier to imagine soldiers being recruited (even though the game (Civ II) doesn't properly reflect this with a drop in population points) in a city where there is a large concentration of people than to try to visualize terrain improvements being built without a "physical" presence there to account for it.
in civ game so far, you dont see
- people building improvement in the cities
- soldiers being recruited
- scientists working in their labs
- entertainers singing
- "tax people" collecting taxes


why should you see workers building a road??????

airdrik
Prince
Boise, ID, USA
Oct 2000
posted April 12, 2001 15:00   Click Here to See the Profile for airdrikClick Here to Email airdrik  send a private message to airdrik
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Actually, they could fix that so that you can see all those things if you wanted to, but that would get very boring after a while.

And besides it is better for the gameplay, as most people agree. The two big problems with settler/worker is that 1: they increase the micromanagement of your civ, and 2: putting them on auto-mode means that they do some pretty wierd stuff. 1 is just a matter of preference that most people just learn to get used to and even enjoy. 2 requires extensive programming to determine what to improove, and the more options that are given the easier it is to program solutions. Neither of these two problems will occor at the same time since if you set the worker on auto-mode, then you don't have to micromanage him, and if you don't want to put him on auto-mode then you do have to deal with the micromanagement.

One of the main reasons why people like it over PW is that you can actually micromanage your workers as they build your empire. You get the feel of doing it yourself, etc. Some people even enjoy the micromanagement of it just because they like micromanagement.

Martin Gühmann
Warlord
Berlin, Germany
Mar 2001
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What should I do with two or tree hundrets of settlers after building terrain improvements everywhere? I moved them to the poles and parked them there. I won't delete any settler, because asettler is a pop and a pop is too much worth to delete it simply. It costs too much time to move every settler, I blowed up the turns to one and half an hour, only to move the units! Therefore I preferre the puplic works concept, that was one of the reasons to buy CTP1. But there would be another solution for the problem the publics works could be generated by puplic worker. Units that must be produced and they will appear where a tileimprovement is put. They can't be moved like normal units they are there like the caravans in CTP1/2.

-Martin

SerapisIV
Prince
Ann Arbor, MI, USA
Feb 2001
posted April 12, 2001 16:16   Click Here to See the Profile for SerapisIV   send a private message to SerapisIV
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If workers cost a pop point, they should be able to rejoin a city for a pop point (though not able to found one themselves)
Ilkuul
Warlord
of Thame (UK)
Mar 2000
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A question for information: I've never played CTP, so I don't know how the PW system operates (tho' through browsing these forums I've picked up the general concept); but can someone tell me, does PW create roads etc. wherever you have units, or only adjacent to your own cities?

If it's only adjacent to your own cities, then I can't see much percentage in PW, because as has been commented above, one of the main benefits of settlers/workers - which I've exploited a lot - is to build (rail)roads in advance of your armies to facilitate a quick 'blitzkrieg' campaign. If that only happens once you've founded a city, I would find it very limiting.

Echinda
Warlord
A Canadian in New York
Jan 2001
posted April 12, 2001 20:58   Click Here to See the Profile for Echinda   send a private message to Echinda
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Another reason Settlers/workers/engineers are needed:

The game needs more non-military units, not less because I want to have the option to do more non-military stuff, not less.

Go Settlers!

Chronus
Warlord

Aug 2000
posted April 12, 2001 21:26   Click Here to See the Profile for Chronus   send a private message to Chronus
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"The game needs more non-military units, not less because I want to have the option to do more non-military stuff, not less."

My feelings exactly.

"but you can visualize the "birth" of a new legion in one of your cities??"

That's twice now MarkG you've used that argument so let's put it this way:

I'd rather put up with legions "birthed" in a city (or "tanks dropped from the sky" as you said in another thread) instead of putting up with both tanks AND roads dropping from the sky. There's enough pollution in the air as it is ;-) By the way, I enjoy the challenge of frantically rushing my settlers around trying to keep the pollution down.

In regard to those other micromangagement concepts you mentioned, I say, BRING THEM ON! :-) I'd welcome more non-military concepts (especially unit-wise) any day!

SerapisIV
Prince
Ann Arbor, MI, USA
Feb 2001
posted April 12, 2001 22:27   Click Here to See the Profile for SerapisIV   send a private message to SerapisIV
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Thats one freaken huge woman to give birth to a whole legion. Must have a diet high in iron too.


Okay, that was stupid, but I couldn't resist
[This message has been edited by SerapisIV (edited April 12, 2001).]

cyclotron7
Prince
The Golden State
Jan 2001
posted April 13, 2001 23:10   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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quote:

Originally posted by MarkG on 04-12-2001 01:51 PM
in civ game so far, you dont see
- people building improvement in the cities
- soldiers being recruited
- scientists working in their labs
- entertainers singing
- "tax people" collecting taxes

why should you see workers building a road??????

But Mark, you are comparing apples and oranges.

There is no difference between seeing scientists working and not seeing scientists working; the result is the same regardless. In contrast, settlers are not merely a "picture" of public works; they are an altogether different system that gives different gameplay results.

It's not just about seeing the workers building the road. It's about getting them there, building the road, protecting the settlers, and being able to think strategically about where your settlers are needed next and how you are going to get them there.

IMO settlers are better because they allow you to do more; you can build a fortress in enemy territory without having to build a road all the way there, you can actually directly disrupt somebody's attempts to clean up pollution and build stuff (you can't do that with PW), and you can build up a cities' infastructure before you found it. PW is limiting; settlers set you free!!!

------------------
- Cyclotron7, "that supplementary resource fanatic"

MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted April 14, 2001 03:58   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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quote:

Originally posted by cyclotron7 on 04-13-2001 11:10 PM
But Mark, you are comparing apples and oranges.

There is no difference between seeing scientists working and not seeing scientists working; the result is the same regardless.

i was discussing the realism part of the issue. some people say that they cant imagine "roads falling off the sky". i replied to that comment only...

raingoon
Prince
Los Angeles
Aug 1999
posted April 14, 2001 17:21   Click Here to See the Profile for raingoonClick Here to Email raingoon  send a private message to raingoon
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I'm confused why this is even a debate.

PW takes away the choices settlers force you to make. Can somebody tell me what PW adds to the Sid model of decision-based gameplay? If auto-worker was the only option you had to build a road, then I would understand the complaint about auto-worker. But it's not. Many players never even use the auto function and that makes it a game STYLE issue, not a game PLAY issue. If you want PW for your game style, I certainly understand. And if the auto-settlers in Civ 3 are as poorly functioning as they were in the past, you have my sympathy.

But why adcovate a style improvment at the cost of game play? You are taking away the basic mechanics and economics of the game -- such as having to choose which city will spend the resources to support the unit who builds the road to get to another city that spends the resources, and so on. If that is silly to you, than we have nothing to discuss. But these ARE the economics of the game, status quo. And having to choose between building swords or plows are extremely important economics of city production as well. Their absense from CTP is one reason why that game is nothing near the game that Civ is. Because the bottom line is each of these concepts that I mention here are represented on every Civ game map, where they can be directly opposed and defeated by an oponent.

By contrast, the PW system is abstracted at the highest level of game play, and its only contribution as far as I can tell is the afore-mentioned improvement in gaming style, a boon to those players who prefer not to micro-manage settlers.

Can somebody explain to me how PW would improve Civ for a player who neither uses auto-workers nor chooses so unwisely as to build "300 settlers" to cover the map with improvements? (This latter complaint isn't really valid because it implies a player who would remedy their own wisdom deficiency by simply taking away any choice that required it).



[This message has been edited by raingoon (edited April 14, 2001).]

dognheat
Settler
Los Angeles, CA, USA
Apr 2001
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What I want to know is why not a combination of the two ? You could lay down prefab packs of the improvement you want to build and then any available settler/worker that you have set to terraforming would auto-develope the tiles that had packs on them. It would still take time for the improvements to be built, but you wouldn't have to micro-manage your settler/workers in making sure they arent building farms on mountains. You could also prioritize defense improvements, roads, farms, etc..

------------------
*PLOP*

MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted April 15, 2001 05:22   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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quote:

Originally posted by raingoon on 04-14-2001 05:21 PM
Can somebody explain to me how PW would improve Civ for a player who neither uses auto-workers nor chooses so unwisely as to build "300 settlers" to cover the map with improvements
the problem my friend as that

- there are very few people that never use auto-workers(eitherwise PW would not have almost half of the votes in the current poll )
- there are lots of lots people who end up being forced to use auto-workers in the last stages of the game and having to face their deficiency since eitherwise they would spend an incredible amount of time


now, do you want to add more choices in the PW system? fine. dont have one nation-wide PW resource. have one for each city, or for a group of cities. or take the choice of the percentage of production that goes to PW from the nation level to city level. but remember to add 1-2 screens to manage the above easily...

raingoon
Prince
Los Angeles
Aug 1999
posted April 15, 2001 05:36   Click Here to See the Profile for raingoonClick Here to Email raingoon  send a private message to raingoon
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Doesn't make any difference if it's abstracted at the city or national level, either way it's still an abstraction. You haven't answered my question.

And since PW is actually NOT winning this poll, the majority would presumably like to know -- What does PW add to actual gameplay to make up for what it takes away?

MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
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quote:

Originally posted by raingoon on 04-15-2001 05:36 AM
What does PW add to actual gameplay to make up for what it takes away?
TIME not spent on micromanaging settlers or seeing silly automated settlers running around. TIME better spent on fun things...

thanks to PW and other features, in CTP2 you can have more turns in the same (real playing) time, which means more realistic turn time(not 50 years for each turn), more time for spent on the early periods, etc...

MarkG
Apolyton CS Co-Administrator
Macedonia, Greece
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btw, yes, settlers are winning with 51% but there is a 45% out there that wants to know: how smart are the auto-workers going to be?
and your sympathy is not enough
raingoon
Prince
Los Angeles
Aug 1999
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Neither is your " " enough to prevent you from sounding rather bitter, frankly. I am genuinely sympathetic if this is a case of a good thing being overlooked by Firaxis, I hope you can appreciate that.

You are still talking about the time spent playing, etc., and with the possible exception of changing the game's time scale, I don't see any game-PLAY enhancements to this at all. But even though I believe the results in this poll are more accurate than the last (in favor of Settlers -- so far at least) it's very curious to me that so many DO seem to prefer the PW system. In fact, PW might even win this poll over time.

So if I understand you now, this is all based on a general lack of faith in Firaxis' ability to implement a well-programmed auto-worker. And if so, then maybe this thread and others will serve to remind Firaxis how important the issue is to so many players like yourself.
[This message has been edited by raingoon (edited April 15, 2001).]

raingoon
Prince
Los Angeles
Aug 1999
posted April 15, 2001 16:10   Click Here to See the Profile for raingoonClick Here to Email raingoon  send a private message to raingoon
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