Your missing the point - making a queue list that you can/will essentially follow every game is NOT a strategy. Not mentioning the fact that this 'keenly devised' list is comprised of 80%+ of the buildings..
You would like the project I have in mind eventually, which would I think accomplish some more strategy along these lines than limiting how many buildings we can build would as it would give cause not to build what would otherwise normally be considered key buildings.
The idea goes along the lines of greatly increasing the amount of GP pts needed to birth a GP, then making nearly all buildings provide a small amount of GP pts. Thus if you wanted to enable yourself to have anything but an absolutely random GP emergence, you'd have to really specialize your cities towards the GP types you want to be able to build (then plug those GP battery sites full of things that will enhance the birth rate output too!)
This is one way. I also like Koshling's idea, though it would certainly enforce the specialization even further and sometimes there's cross specialization motivations on a number of C2C wonders now so some of that we'd want to possibly revisit during such a mod project.
The reality is, increasing the build costs on buildings would not mean I change my approach... would only mean I'm less capable of reaching the goals I set for myself before being willing to build military. Would only make it so my cities get less done. That's it. Period. Maybe only a little would it adjust what I'd do after finally getting all production and food buildings completed as by then my cities would be rotting in filth and crime. I'd still build in pretty much the same priority order overall. Just slower and getting less done. And I'd really slow down my research because what's the point of unlocking buildings you can't get to building soon yet?
@SgtSlick
I agree with you mostly. I'm tires of shift clicking a list of 1 turn buildings. It's idiotic. Also I agree that units should be more hammers, specifically the atlatl. If I have pretty high production by when I get them I can build several in one turn.
Wouldn't that just make it harder to experience a war in a given era you'd like to plan it around?
@Thunderbrd
Your idea sounds okay. I don't love it, but maybe the scale of which it would be implemented differs from my opinion to yours. It's probably mostly my bias of not liking too many buildings to be auto built. Why even have them in the game in the first place? You know what I mean man?
So you don't want cities to auto-build too many buildings but you want there to be less buildings to have to build, yet also appreciate the variety of content? I'm not sure there's a happy medium in all that. But the beauty of the system I'm suggesting is that if you want more control, you keep more categories private and if you want less micromanagement, you privatize more. Thus if you want NO buildings to be autobuilt (well, beyond the reasons we have already for the most part) then you'd simply not privatize any categories of buildings at all. Therefore, even though the whole thing would be a game option, even INgame you have full right to chose control vs automation (which isn't even really automation exactly, but rather a whole different way buildings emerge entirely.)
@whisperr
What's the problem with workers???
She's got some interesting pov on this. I'm trying to urge her to start a thread on the topic.
