I originally siggested automating things to speed things up on request. For the current governor settings I would shut them off if they were global. I want to control how the computer does things, so I want more governor optons suggested Que's to take some of the redundancy out of the game. Not to change h0w the game works. I wouldn't support any automated option unless there was a way to shut it off, so if you aren't doing enough you can turn it on.
Question is the fact there is nonething to do at the beginning or end. I'm constantly micromanaging every turn.
I don't want to turn this game into sim city .
I turn governors off in civilization because they don't play the way I want to. They usually want to build up when I want to explore or do science.
I agree more complexity is good depending on what it is. If we are having people decide on what kind of food to grow on a farm. I would find this silly, but if we wanted to add an option for multiple factions to share tech research then this is a good idea. Complexity for the sake of complexity is not good. Not worrying about making the game too complex is a good idea. I'm in support in making an easier interface. I'm in support of giving me ways of eliminating redundancy without losing control. I'm in support of having automated governors for people who want to cut down on micromanaging as long as I could shut them off. I'm not talking on a per planet basis, but a way to do this at once globally.
I'm talking about streamlining the game. This is probably dummying down the game. I want to eliminate redundancy not control. I in support of making it more complex as long as it doesn't slow down the game to much. I'm in support of making things more complex as long as being more complex changes the way I can play the game.
If you can't find things to do are one of those people who don't build anything until you have 2 billion people. The answer to that is start building infrastructure and control your production and approval.