View Full Version : Where are build queues handled?


Klisoura
Nov 09, 2006, 12:06 AM
The forums tell me I haven't posted for awhile and suggested I ask a question. Fortunately I have one, which I hope is going to the right place.

A friend and I were talking about how daunting the task of improving a newly-founded (or captured) city can be in the late game. His solution was to suggest that if you choose to hurry something, you should just get it then--in effect, enabling cities to build more than one building in a turn so long as money or population holds out (... not very long, as it turns out).

My C coding experience is very limited, and I'm using the SDK to try to improve that. Somehow, I actually got the above working on the first try--if you hurry production (technically, whenever production is updated and productionLeft() <= 0), then the building is spirited into the city. What it doesn't do is update the build queue to reflect this--the building is still listed as having one turn of production left. Obviously, this gets cleared at the start of the next turn, but for aesthetic reasons I'd like to be able to tell it to remove the item from the build queue at the same time as it sets it as existing.

I've tried finding references in the SDK, and I've tried poking around in Python, but I seem to be looking for this in all the wrong places. Any help?

Thanks
-Alex