Incomplete build list for cities in the popup at the beginning of a turn

code99

Warlord
Joined
Apr 28, 2010
Messages
279
Location
Romania
Hi,

I havent played c2c in ... idk how many years so if i apologize if i missed something obvious

At the beginning of a turn when the popup for "what to work on next" for a city shows up, i noticed that i only have a few buildings and units there, nowhere near what i could actually build or train.

If i examine the city and click on the building tab, i have a LOT more buildings that i could build that dont show up in the popup.

How come? I really dislike this, is there a way for me to switch to how it worked previously when it showed all that you can build/train?
 
Last edited:
It was done intentionally as this popup was extremely slow by Atomic era - you had to wait 5 - 10 seconds per each city that finished production.
It was few seconds of delay by Classical too.
Now it shows most valuable buildings, valuation of buildings is broken, so this popup while fast and limited now is useless.
 
It was done intentionally as this popup was extremely slow by Atomic era - you had to wait 5 - 10 seconds per each city that finished production.
It was few seconds of delay by Classical too.
Now it shows most valuable buildings, valuation of buildings is broken, so this popup while fast and limited now is useless.

Ok, gotcha

(What No Production Popup actually does is that instead the city *itself* is going to be opened up.)

Ill do that thanks!

Going to have to get used to this
 
You can always open the city from the popup.
 
Why not build multiple buildings when you do open up the city. The buildings get done faster this way and you do not have to choose a new building every time one finishes. You can even select them by whether they help research, happiness, commerce, and so on. I have put as many as 10+ in my build list at one time. This saves a LOT of time which means a great deal with 50+ cities to take care of.

Edit:

Units work about the same way too.
 
It can be necessary anyway as to not waste :hammers: on faster game speeds...

But you can't make this list too long, because not only you have to deal with buildings requiring other buildings making goods, you have to deal with newly researched buildings too !

And you can only add items to the start or the end of the queue...

P.S.: You can save production queues using Ctrl groups (and load them using those numbers).
 
But you can't make this list too long, because not only you have to deal with buildings requiring other buildings making goods, you have to deal with newly researched buildings too !
I usually use CTRL click to add to the beginning of the queue when the really good new stuff comes up.
 
Thanks a lot, I was using Alt instead and found it annoying how this instead *replaces* the first item in the list if no hammers have yet been spent on it (and then you don't remember what it was after you made a list of a half-dozen different items) !
 
Thanks a lot, I was using Alt instead and found it annoying how this instead *replaces* the first item in the list if no hammers have yet been spent on it (and then you don't remember what it was after you made a list of a half-dozen different items) !
Isn't Alt = "repeat forever", which makes no sense for BUILDINGS?
Or are you talking about UNITS?
 
Thanks a lot, I was using Alt instead and found it annoying how this instead *replaces* the first item in the list if no hammers have yet been spent on it (and then you don't remember what it was after you made a list of a half-dozen different items) !
Alt is 'repeat build' and you can use it with ctrl as well to insert before the list without replacing the first of the list like any other click would do. Repeat build is mostly useful for units, it'll train one then move on to the next item in the queue and put the repeating unit to be trained at the end. You can use shift-alt to select a sequence of repeat trains like Archer, Spear, Axe etc as well.
 
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