As I get older or at least busier, I have a lot less toleration for micro management. I just don't find it fun. I know lots of people do but I personally hate it. When I play Civilization IV, for instance, those workers go on A (auto improve) right away. And I think it works fine. I'm sure the workers aren't optimal but they're well into the "good enough for me" area.
That said, I've always resisted having any micro management issues resolved by computer AI. That is, I don't like the idea of having some sort of "governor" that is actually an AI doing the work for you. I've never seen a governor AI that can remotely match a good human player.
Instead, we've focused on trying to have cleaner interfaces that allow players to automate what they would do. The most famous example of this (which was considered very innovative back in the original OS/2 version) was the ship and social governors -- tell all planets building X to start building Y.
We've got that in GalCiv II but...I want more. I just don't know yet where to draw the line. One governor going in that's new is the rally point governor. I never used rally points in GalCiv I. Didn't see the "big deal". But now I do. Oh boy do I.
But now that I'm starting to use rally points I find them a pain. What if I want to change which rally point my ships are going to? So we added a "All planets sending ships to rally point X should go to rally point Y". Similarly, we set up one for ships -- all shps currently traveling to rally point X go to rally point Y." (where Y can be a rally point or back home or to stop entirely).
We also finalized on how upgrading ships is going to be done and we basically caved in to simplicity:
You want to upgrade a ship? Fine, it's money and time. There will be a base cost + a cost based on the difference in cost between the original ship and the new one. And there will be a small time penalty between 1 and 4 turns based on how far from your home planet the ship is. You will be able to upgrade individual ships or entire classes of sihps at once.
We were supposed to get Beta 4D out this past week. Unfortunately since this may be one of the last public betas, we wanted to wait until we got the compressed textures in so we could do further compatibility testing.
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