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[GS] Does the queue system annoy anyone else with how it's implemented?

Was the queue changed in a patch? In my first playthrough I had to open a specific window for the queue or multi queue. In my second game tho, I have it on the left, permanently open and things are added to the queue by default, like on CQUI

When did this change for you? I was the old way for me yesterday euro time zone.
 
When did this change for you? I was the old way for me yesterday euro time zone.

Yesterday at 21:00 gmt+1. But I didnt see any civ patch. I was quite surprised. I'll post a pic of it tonight, can't right now bc Im at work.
 
Also at work, curious to see if it changed when I get home.
 
I'm not liking this new production queue at all. I don't always remember to turn it back on since it automatically (what the hell) turns itself off when exiting the city and going to another city. Because I don't always remember to turn it back on, I click on another item and it replaces what I had there before. Which means I just lost all that production. I had a University 2 turns from being completed. Clicked on Repair City Walls to get that out of the way first (because of threat of attack). And it replaced my University, erasing all progress I had made. Clicking back on the University defaulted back to 9 turns. Then I had to reload an auto-save. So very annoying. This is my first GS game, on the 2nd day in. Doesn't this sort of 'user experience' get play tested at all these days?
 
Was the queue changed in a patch? In my first playthrough I had to open a specific window for the queue or multi queue. In my second game tho, I have it on the left, permanently open and things are added to the queue by default, like on CQUI

the production queue mod was updated and suddenly started working for me. Im guessing that is what happened to you as well.
 
CQUI is much easier to use. Didn't realize how much I would miss it till I went to play my first game.
 
I tried CQUI before getting GS but I prefer how GS does the build queue. It just seems cleaner to me. Although I do like how CQUI puts the little banners with info on each civ. I wish Firaxis would add that in the official version.
 
I like the new queue system. I feel like it is implemented really well. My "problem" is that I got so used to not having one, that is hard for me to change my habits. I have played 2 full games of GS and pretty much forgot to even use the queue. I only used the queue once or twice. I really need to train myself to use it.

Civ 4's queue makes a mockery of anything Firaxis has implemented since. Fewer inputs, faster time.

Having it close like Dino says demonstrates that it is not "well implemented". Well implemented UI elements actually consider end user experience when interacting with them. Having to constantly re-open something is annoying, there's no need for that.
 
Generally fair enough device with the essentials. A bit confusing at first compared to alternate Modding solutions most of us got used to.

Although i certainly could use a properly "automated" feed straight into the Queue (rather than activating that device via its own buttton) when there's already an going project alone or first in the currently defined stack. Swapping places could also be "enhanced" somewhat with simple HUD arrows.. ya know like Move Left or Right & Append or Prioritize through selected step(s), etc!

EDIT!
Super correction.. we can actually click/select/drop anything within the Queue stack -- even onto the current first slot! A lot more intuitive that way & makes this new system much better than i first thought.
 
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Civ 4's queue makes a mockery of anything Firaxis has implemented since. Fewer inputs, faster time.

I agree with you that civ4's queue was amazing. But civ4 was also a simpler game that did not have districts or wonders on the map to consider. In civ4, you could just "dump" the next thing you want into the build queue bucket. In civ6, if you are picking a district or a wonder, you have to pause to pick where on the map to put it. And you have to consider that a tile is being reserved for a future district. So, it's a bit more involved. Overall, Firaxis did a good job with the queue. And I especially appreciate the empire wide build queue because you can very easily manage what all your cities are going to build next.
 
I agree with you that civ4's queue was amazing. But civ4 was also a simpler game that did not have districts or wonders on the map to consider. In civ4, you could just "dump" the next thing you want into the build queue bucket. In civ6, if you are picking a district or a wonder, you have to pause to pick where on the map to put it. And you have to consider that a tile is being reserved for a future district. So, it's a bit more involved. Overall, Firaxis did a good job with the queue. And I especially appreciate the empire wide build queue because you can very easily manage what all your cities are going to build next.

It's well within feasibility to queue district placements and move work on it up or down in the queue, same with wonders. Even a basic solution like "commit the location when queued" as if you'd placed it then moved it down in queue would suffice.

In Civ 4 you could queue 5 things in 20 cities simultaneously with six inputs in some cases, or some subset of those with minimal extra inputs. Civ 6 isn't just a little bit behind in that regard, it's still trounced by a much older game in the same series. It's not a good look. I'm happy they are at least trying with the UI, but it remains a major weak area of Civ 6, and more egregious than the AI given the comparative difficulties of making a strong UI vs AI.
 
Also at work, curious to see if it changed when I get home.

Like I said, my first game had the terrible new queue. but after that, my games have this queue. No idea why.
Spoiler :

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[/spolier]
 
Weird. I have had literally no issue with using the queue so far. The only real "complaint" I have is the need to go back in seperately to add your first district building. Not seeing where this whole "convoluted" complaint is coming from though.
 
That's the CQUI queue, so you have CQUI enabled.

lol. Well, I havent done anything except updating to GS. So somehow the CQUI queue was left. It's working fine, so fine by me. But it's pretty wierd, since nothing else from CQUI is working. And more wierd bc my first game had the GS queue and after that all games have this queue
 
Not seeing where this whole "convoluted" complaint is coming from though.

The "convoluted" complaint is, even though it looks pretty, it doesn't work as well as the Civ4 and 5 models. Case in point; I was producing a slinger and had a builder queued up. The tech Archery completes it's research and the slinger doesn't automatically upgrade to an archer. It just drops out of production and starts producing the builder. Found this after 20 minutes of the first play-through.


You can't just insert a new item in the middle of the queue or rearrange the queue, only swap 2 items. You can't queue up a library with the Campus. Hopefully these few issues will be fixed in the near future as the Q does look good. It just doesn't function as it should.

Thankfully Lozenge has updated his Production Queue in the steam workshop. So for now I will stick with that.
 
lol. Well, I havent done anything except updating to GS. So somehow the CQUI queue was left. It's working fine, so fine by me. But it's pretty wierd, since nothing else from CQUI is working. And more wierd bc my first game had the GS queue and after that all games have this queue
CQUI incorporates the Production Queue mod which was updated for GS recently. Is it possible you had the Production Queue mod in your MODS folder, or were still Subscribed to it on Steam, and the game automatically Enabled it once it got updated?
 
The thing where you can queue the same building and how if you research a tech that upgrades units it drops it behind in the queue so you have to move it back up.... how did these make it through to release? I imagine it will be made much more efficient and user friendly by CQUI. The UI design for Civ 6 in general is pretty awful and a showcase in how not to design a 4x UI.
 
CQUI incorporates the Production Queue mod which was updated for GS recently. Is it possible you had the Production Queue mod in your MODS folder, or were still Subscribed to it on Steam, and the game automatically Enabled it once it got updated?

I suppose that's what happened, since my first game didnt have the old queue and the second did, after they updated the mod like you say.
 
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