Sid Meier's Civilization VI

Sid Meier's Civilization VI

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armymdic Oct 21, 2016 @ 10:59am
Thoughts on builder changes?
I am personally a little annoyed with the micromanagement of builders. It's a cool concept to have them expire, but as you get larger it becomes tedious and becomes more of an anooyance than a gameplay enhancement IMO. Anyone finding the builders a pain to manage as you grow your empire?
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Showing 1-8 of 8 comments
Apoc Oct 21, 2016 @ 11:03am 
I think it's actually easier, since they don't have to build roads anymore and district and wonders now leave less space for builder's improvments. They also spawn pretty fast so you don't have to really plan in advance when one is needed.
armymdic Oct 21, 2016 @ 11:19am 
Historically, I have just generated enough units to cover my empire and put them on auto improve. I guess I got used to be lazy in that regard!
Chaptorial Oct 21, 2016 @ 11:22am 
Didn't think I'd enjoy the new builders but I actually like it.
Apoc Oct 21, 2016 @ 11:24am 
Originally posted by armymdic:
Historically, I have just generated enough units to cover my empire and put them on auto improve. I guess I got used to be lazy in that regard!

That's actually what I did too but now that they are more limited, I actually enjoy using them again.
Last edited by Apoc; Oct 21, 2016 @ 11:24am
Drugal Oct 21, 2016 @ 11:34am 
I must say, I prefered the old way.
Yes it might be unrealistic to have the same buider that build your first farm in 4500 BC build railroads in 1800 AD but considering that the warrior I started with in 5000 BC still can become a mordern infantry unit 1940AD the reasoning for the builder change is BS.

In previouse civ games at least you had some decisions to make with them. Do I get that mine for production first or the luxery resource for happiness? Playing on Epic that means 16-20 turns of having one or the other now it all comes down to: switch Serfdom civic in, buy a handful of builders, have them build 5 improvements each within 10 turns and meanwhile get rid of Serfdom for the next 100 turns.
TehJumpingJawa Oct 21, 2016 @ 3:28pm 
The mechanic works fine for small numbers of cities....... but scales terribly as your civ grows.

Civ6 seems like another game designed & balanced around building a 'civilization' comprised of less than a dozen cities....... :sigh:

Whatever happened to the grand scale of civ4?
Feels like a frickin' casual web game.
Last edited by TehJumpingJawa; Oct 21, 2016 @ 3:28pm
Wagoo Oct 21, 2016 @ 3:30pm 
I just wish there was a way you could see which nearby tiles could have which improvements (and what that would do) with the builder selected.. kind of a lot of going to a tile and working out if I can build anything (and forgetting to make more builders after they expire right now). Guess I will learn the tiles in time.. but would have been nice :) I like how they can be work boats, though.
Barricade Oct 21, 2016 @ 3:36pm 
I hated having to pay maintenance for 10+ workers in the later games of Civ V. I'd have so many I'd end up just killing them off. Either that or having to micro-manage evey single one of them to the point where I'm basically improving the entire contenent. Either way I'm glad they're gone.
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Date Posted: Oct 21, 2016 @ 10:59am
Posts: 8