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Friday, October 21, 2005Do It Yourself, Do It RightFrom Gamespot.com's preview of Civilization IV, by Jason Ocampo:
After your first city is built, one of the first things you'll need to construct is a worker unit, which can construct improvements on the land outside your city. In previous Civs these improvements were limited to a handful (road, farm, and mine), but now there are a plethora of different resources and improvement options at your disposal. For example, you can now build windmills atop hills, watermills on rivers, wineries in vineyards, and much more. It can seem a dizzying array of choices, but thanks to automation, all you have to do is let the artificial intelligence take control of your worker, and it will go about building the best available option on each square, as well as link your cities together by roads. It's such an efficient process, and it improves the pace of the game immensely, since you no longer have to worry about micromanaging all those workers, like you did in previous Civs.Does anybody have the heart to tell Mr. Ocampo how many hours of his life he wasted simply because he didn't realize that worker automation has been a feature of the Civ franchise from day one? I've played games wherein single turns lasted 15 minutes or more - and that was without controlling 50-some odd worker units. Anyway, the latest incarnation of the greatest game ever made hits shelves in four days. Don't be surprised if you don't see or hear from me for about six months. Comments:
I remember Civ III had worker automation--but I don't recall I or II having it.
But yeah, that's one problem I had with Civ III, games would just take way to farcking long as you got near the endgame. What I do know is that my pre-order edition has yet to ship. posted by WatchFires @ 1:31 PM
Just hit "A". I know it was a feature in II, and I seem to remember it in I as well (though it has been a decade since I played it, so I could be wrong).
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