

- CIV V YOINK INCLUDE WORKERS MODS
- CIV V YOINK INCLUDE WORKERS SERIES
- CIV V YOINK INCLUDE WORKERS FREE
Pyramids give +1 charge, there's a card to give +2 charges, there's a governor that gives extra charges, and crucially for you playing wide there's a government building that gives a free builder with every new city you found. There are loads ways currently to boost your builders though. I love your idea of granting free ones along with envoys, and it would mix up civic progression (as opposed to mostly going for the middle ones first, then the outer civics) My one biggest complaint, however, is like what you said: I need to designate at least 1 city in my empire to produce builders for 2/3 of the game, otherwise my fringe cities will never be developed (especially if I have 15+ cities in my empire).
CIV V YOINK INCLUDE WORKERS MODS
What do you think? Which was your favorite? How would you improve it/what mods do you like that "fix" them for you?Įdit: thank you guys for the good conversation and thoughtful responses For an improvement I think the Civ VI system would work better if free workers were added to some of the civics or techs like emissaries. I wish in VI too though that road building was better mixed between trade routes and workers, and frankly I never end up building a combat engineer though fort building (though they never really got attacked) in V was some of my favorite parts. I like the way improvements to certain improvements are dolled out throughtout civ VI and how it makes you plan ahead, like triangle farms, but I liked seeing the slowly developing empire become a metropolis by the end of V, while in Civ VI many of my late games feature large hinterlands, developed only for their resources (the accuracy of this though doesn't escape me). I think the thing that really makes me dislike Civ VI's system is the need to constantly rebuild them rather than military units or buildings. In my preference I think I preferred Civ V workers. By not allowing auto pilot however they do force the player to be more considerate of their resources and lead to a more engaged game. Often though it is required by the player to continually build them, which can distract from other priorities of civilization building. It forces them to make choices over what is better for their empire and make trade offs. This forces a much more strategic form of thinking by the players. The multiple turns for the construction of improvements does help balance out the fact that they are continually working and do not expire.Ĭiv VI workers as we all know are allowed only a few instant-build improvements. At endgame this results in highly developed empires across the world. Rather than having to build them constantly and direct them to their destination, workers can continually develop your empire and improve it as improvements become available. Civ V workers allow for the player to focus on more of the "fun" aspects of Civilization. I'll try and make an objective case for both before stating my opinion.

If you post a screenshot of the game, please point out what you want Screenshots of graphical glitches are not allowed unless they are Including trade screens, are not allowed. Posts that only show your relationship between one or more Civs,
CIV V YOINK INCLUDE WORKERS SERIES
These types of posts should either be posted in /r/civ_memes,Īll posted content must be related to the Civilization series,Ĭivilization Beyond Earth, Alpha Centauri, or Colonization series and Memes, image macros, and reaction gifs are not allowed as posts.
