@Jeronimo: That would be good, if 2 issues were solved:
- normally player can not control citizens. Letting player control them adds a ton of space for micro which the game does not need.
- prevent that from being used as an offensive thing (including by micro and smart plans placement)
The control in citizens would be the same as now... which is none (only labourers with the place road marker).
Since the serfs/workers will have the same automatic tasks as always the mechanics remain the same, except for the addition that when being
physically attacked by a melee enemy unit they will fight back with their fists... it surely needs a funny animation. If the serf wins the fight he will auto-search for new delivery task (which means the physical contact makes him lose his original path / item he was carrying as well), just as if in the moment he survives the fight, his status becomes "idle".
They only need the "fight back animation", and keep the same auto-search for tasks mechanics. The true benefits are that will surely stop any
too early game raid, or at least weaken enemy troops inside city... I do consider it's logical and better for KaM mechanics (a normal reaction to someone unwelcome walking in your city streets).
With NO manual control of serfs/workers (as the idea is conceived), the suggestion is positive ++
The only ones with manual control are, and will still be the "labourers" (guys with shovel), yet they cannot get inside other bases because of the
house territory (like the displayed by towers which killed the tower rush years ago).
If my use of word "worker" creates misunderstandings, I'm referring to the citizen with a specific work -> stonemason, fisher, farmer, etc