City and Worker Automation

The lack of worker automation definitely holds Old World back from being fun IMO. I like this solution quite a bit. Having governors behave autonomously but in your favor is a great idea and could lead to future expansions that have events surrounding rebellion and internal struggles with the opposing houses and their governors.

However, because the lack of automation of workers is so huge to me (and is honestly holding me back from playing more at this point because that is a LOT of time doing the same simple and easy tasks over and voer), I've thought of some other ways to automate them while preserving the order system.

  1. Automated workers cost up to 3 orders/turn if you turn automation on. Automated scouts cost up to 4 orders/turn. Automated units go first and the player's turn occurs with the remaining orders. Additionally, the player cannot automate units if the result is that they would have less than 5 non-automated orders on the next turn. If players do not turn on automation, the game plays the same way it does now. This would keep automation optional so that the people who care about it can use it and those who want to micro-manage can still do so.
  2. Rework the game so that all units have default move amounts and order becomes a currency for extra moves that increase in cost for each additional action (and with exhaustion limits still in place). Higher legitimacy and order buildings would still be useful, but this would make adding back worker automation a non-issue as it would not impact the order system.
/r/OldWorldGame Thread