atomfenrir
Chieftain
Add my name to the list of guys who played 1000+ hours of Civ5 without ever knowing about this queue feature until hearing people complain that it wasn't included in Civ6. 

A manual build queue and an automated (city planner or governer) build queue would both be good - one caters to those players who like to setup their cities individually (but want to do so in advance rather than choose things to build one at a time) and the other for those who want things more automated. But currently, we have neither.
Whatever build queue is eventually implemented (however it is done, or if it is ever done), there still needs to be obvious notifications whenever something is built rather than being silent.
Well said. When I found my 20th city in Civ4, I get no pleasure from having to click on sth, then click on sth else when the first item is built. I thank the gods and Soren that all I need to do is press the "1" key to have an auto-queue loaded...I can see not queuing up districts/wonders because of the placement issues. However, they should let you queue up buildings/units
Ideally they would allow you to queue up things you can't even build yet (ie I start building a Theater district and I queue up a Broadcast tower, Amphitheater, Archeological museum, and Archaeologist.... on the Turn I get Drama and Poetry..... whenever I need a new build, the city takes it from the first thing available in the queue that is legal.
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[They could have allowed "auto builders" as well... just let a person 'queue' what improvement they want on a tile....auto builders will build it as soon as that improvement becomes available.
Prioritization is important for winning play... it should not be forced at the cost of enjoyable play]
I go with Sid's mantra of "interesting choices", eg the city planning scenario in my previous post. Especially after my first 6-10 cities in Civ4, usually the only strategic decision for my next city is 'get it up and running'. Auto-queuing the relevant first 5-10 builds on the city's first turn doesn't reduce the strategy one iota, since obviously I can step in at any time and change the queue if a new strategic concern appears. So, interesting choices, not spread-out choices.But shouldn't a good strategy game spread out the decisions?
You're assuming nothing changes within those 10-15 turns, or that you don't have things to do with the units produced, or etc etc.A build queue just lumps all the decisions in one turn and then you go 10-15 turns with nothing to do.
Perhaps you're talking about these early days in Civ6's life? In which case, you have a point.The lack of a build queue adds more micro but it forces payers to actually think about what they want the city to do.
Forgive me if you're not being serious, but that's a very judgmental statement. Having a queue is a design for players who prefer to focus on strategy, which I think is an essential design policy in a grand strategy game.having a queue is a design for the style of Civ gameplay that is all about finding some rote procedure for playing every game.
It's a bit stronger for me, it's keeping me from buying the game at all. I learned my lesson about buying Day 1 with Civ5, this time I'm waiting until the game is in a decently playable state as a strategy game. This build queue mistake tells me immediately that the UI is in a sorry state, which I can generally see in play-thru videos.This is not just a minus point for me, its a huge minus point for me. I am borderline considering refunding this game
If you had ever played with a queue feature, you would know that it becomes more essential the further you get into the game. I admire your fortitude in desiring to make individual decisions in 30 cities in the mid or later game, but I'm not looking for a character building boost when I play Civ.Hopefully you've played 25 hours by now and have gotten over your initial discomfort.
I've been playing 4x games since MOO. Be nice to have one for sure, but can enjoy the game without one. Then again, I don't envision a game of Civ VI where I'll be juggling 30 cities.If you had ever played with a queue feature, you would know that it becomes more essential the further you get into the game. I admire your fortitude in desiring to make individual decisions in 30 cities in the mid or later game, but I'm not looking for a character building boost when I play Civ.
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On a side-note, the Civ5 queue had a glaring omission that you couldn't queue up buildings that required each other. For instance, if you wanted to build Market and then Bank, you couldn't add the Bank to the queue before the Market was build, even if the Market was already in the queue. I hope when they add the queue to Civ6, they fix this issue.
Same in Civ4.the Civ5 queue had a glaring omission that you couldn't queue up buildings that required each other.
I like to empire build, one of my fav Civ4 maps is Terra, due to the whole new continent opening up with Astronomy. Doing well on a large map can easily yield 2-3 dozen cities, without any conquering. I hope Civ6 will not penalize wide empires like Civ5, that's one of the main reasons I didn't play much of 5.can enjoy the game without one. Then again, I don't envision a game of Civ VI where I'll be juggling 30 cities.
Fair point. I can see where a warmonger campaign would get out of hand with no queue.Lack of queues and shortcuts is a real pain for builders like me, or warmongers who conquer a lot, once we're familiar with the game and can plan ahead. All we want is the option.
Come on, you cant seriously be suggesting lack of features as intended and good design. ....
^this right here.The early game seems to place much importance on how you develop a city and what you build with the importance dwindling after you have a certain amount of cities that have the economy of 4-6 small cities. I call these the powerhouse cities, once fully functional every city afterwards, captured or settled, is just supplemental to a certain production focus and compensatory for one of the powerhouses when its focus is changed.Lack of queues and shortcuts is a real pain for builders like me, or warmongers who conquer a lot, once we're familiar with the game and can plan ahead. All we want is the option.
I agree with this. I would prefer to see this as a social policy or even as a benefit to a civic or technology rather than a feature that is usable from the start of a game. IMO, it would be pretty gnarly to have a policy only usable during war like a Nationalized Production or Total War policy to drop into my government tree for a production queue feature. This would be great for auto-piloting nuisance cities that wont be part of the war while providing a bonus of convenience for front line cities to spam units/defenses.Even a short building queue (like 5 units) would already help a lot
I agree with this. I would prefer to see this as a social policy or even as a benefit to a civic or technology rather than a feature that is usable from the start of a game. IMO, it would be pretty gnarly to have a policy only usable during war like a Nationalized Production or Total War policy to drop into my government tree for a production queue feature. This would be great for auto-piloting nuisance cities that wont be part of the war while providing a bonus of convenience for front line cities to spam units/defenses.