Multiple unit/building build que

Set

Prince
Joined
Mar 31, 2010
Messages
352
In ciV you should be able to build multiple units/ buildings at once in a single city. the reasons for this are
1. in real life a city can construct numerous things at once for instance if there is a factory dedicated to building tanks and another one dedicated to constructing rifles that city could build a division of tanks and a division of infantry at the same time.
2. this would solve the problem where your capital has no buildings untillate in the game because it is building settlers so that it is not like you build your granary when your in the medieval ages.

The only problem with this could be it might make the game to easy because you would be able to expand into a eternity and keep your cities developed.
 
I think the current system is fine. I know there are games with two construction queues, but unless the devs think it's a good idea, I'd support the current system.

It's a nice decision you have to make now... build that extra settler or that granary you know you need. Why take that decision away?
 
I fail to see a problem. If you want to build both tanks and rifles then build a unit of one, then a unit of the other.

If you want to build both settlers and buildings from your capital then you can alternatev between building settlers and construct buildings.

You have a limited construction capacity in any city, it makes far more sense to focus all of that on building a single thing at a time, because then that one is finished. Its much more valuable to spend 4 turns building a rifle and 6 turns buildnig a tank than it is to spend 10 turns building both a rifle and a tank, because in the former case the rifle is completed earlier.

Simple is better.
 
I fail to see a problem. If you want to build both tanks and rifles then build a unit of one, then a unit of the other.

If you want to build both settlers and buildings from your capital then you can alternatev between building settlers and construct buildings.

You have a limited construction capacity in any city, it makes far more sense to focus all of that on building a single thing at a time, because then that one is finished. Its much more valuable to spend 4 turns building a rifle and 6 turns buildnig a tank than it is to spend 10 turns building both a rifle and a tank, because in the former case the rifle is completed earlier.

Simple is better.

You know what after much thought and pondering I am going to agree with you having to decide between settler and granary does add a lot to the early game but i would still like it in the late game maybe coming from a certain tech( in cIV maybe from industrialiasm). also Ahriman you did not fully understand my idea the way I envisioned it the rifle would be built in 4 turns and the tank in 6 but they would be built at the same time so the tank would be built two turns after the rifle.
 
also Ahriman you did not fully understand my idea the way I envisioned it the rifle would be built in 4 turns and the tank in 6 but they would be built at the same time so the tank would be built two turns after the rifle.

That makes no sense; building multiple units at once shouldn't increase your total output.

Suppose a tank costs 60 and a rifle costs 40 and your city produces 10 per turn.

It should take 10 turns to build them both. You could build them sequentially in either order, but building them simultaneously in only 6 turns would effectively increase the output of your city by 2/3.
 
I fail to see a problem. If you want to build both tanks and rifles then build a unit of one, then a unit of the other.

If you want to build both settlers and buildings from your capital then you can alternatev between building settlers and construct buildings.

You have a limited construction capacity in any city, it makes far more sense to focus all of that on building a single thing at a time, because then that one is finished. Its much more valuable to spend 4 turns building a rifle and 6 turns buildnig a tank than it is to spend 10 turns building both a rifle and a tank, because in the former case the rifle is completed earlier.

Simple is better.

Multiple construction ques isn't something you'd use unless you were in the late game, with a city with very high production, that is getting overflows every round because it has more hammers than is needed to produce a unit. In this situation, it would make more sense to be building more than one thing at a time.

It would also allow the game to have high-density civs with just a few cities, competing with much larger civs. Think the UK or Japan relative to Russia.
 
Considering that Civ5 is designed to have fewer units than Civ4, I doubt you'll ever get to the point where making a new (current tech) military unit takes less than 1 turn.
 
For BtS there was a mod called "Multiple Production Mod", by deanej IIRC. It allowed cities to build more than one item at the end of a turn if the city had the capacity to do so (e.g. repeat builds of cruise missiles at the end of a game of BtS). This is essentially all that is needed for what the OP wants. Having multiple queues is an extra complication that adds very little to, if not subtracts from, the gameplay.

Unless we see changes in the game like barracks being required to build military, I don't think we're going to see separate build queues. It would certainly be a significant change and one that a lot of people would probably react negatively to.

Keep in mind civ5 is likely to be more streamlined than civ4.
 
this is essentially all that is needed for what the OP wants.

No, he seems to want building things in parallel to take less total time than building them in series.
 
No, he seems to want building things in parallel to take less total time than building them in series.

Well, if you take what he said literally. I don't think he actually intended that or he didn't think it through properly. I'm pretty sure you realise that too. ;)
 
Well, if you take what he said literally. I don't think he actually intended that or he didn't think it through properly. I'm pretty sure you realise that too. ;)
True, but that is how I read the OP too. If this was not an issue then you may as well stick with one build que rather than having more than one que.

I think what the OP wants is something like in Empire:total war, where you could recruit units while building buildings in the exact same city. Not only was etw an epic fail of a game, but that system was also very distracting from the important gameplay. I would not want that in civ since the core of civ is deciding what you will need and when you need it. Being able to do more things at once will destract from that portion of the game, and also you need not have fully developed cities in order to win.
 
The two building queues would make sense if units and improvements required two different types of resources to make. Maybe soldiers would need gold or food or something, and buildings stone or wood. I don't know that we need to do that in Civ, though.
 
I like the overflow mod for things like cruise missiles, without it it makes absolutely no sense to spend a turn building an expendable cruise missile when you could've just built a unit that can kill over and over again.

Overflow to allow multiple production, yes. Co-construction using the same resources, no. The game is about strategy, your choice whether to build that settler or a granary could have consequences far into the late game when you realize that city you DIDN'T found just gave Tokugawa oil.
 
I like the overflow mod for things like cruise missiles, without it it makes absolutely no sense to spend a turn building an expendable cruise missile when you could've just built a unit that can kill over and over again.

That could be fixed without multiple units built per turn, though. Just have cruise missiles come in packs of half a dozen or a dozen rather than just one unit.
 
Sounds good.
 
That could be fixed without multiple units built per turn, though. Just have cruise missiles come in packs of half a dozen or a dozen rather than just one unit.

Well, You still have the problem of building up overflow if you can produce more than a unit costs.

In civ rev if you had excess production, it would automatically build multiple of whatever unit you built... that wouldn't work for Civ V.

What I'd suggest for Civ V

Any overflow-> Military Supplies
military supplies can be used to buy a unit in a city, or maintain or repair a unit in the field.
(a city could also be 'set' on military supplies)
 
Well, You still have the problem of building up overflow if you can produce more than a unit costs.

Civ4 solved this already. Excess hammers spill over to the next construction project.
 
That makes no sense; building multiple units at once shouldn't increase your total output.

Suppose a tank costs 60 and a rifle costs 40 and your city produces 10 per turn.

It should take 10 turns to build them both. You could build them sequentially in either order, but building them simultaneously in only 6 turns would effectively increase the output of your city by 2/3.

This is true, and what's more, this means it will never be optimal to produce units concurrently.

You have a simple choice:
Two units at turn 10, or one unit at turn 5 and one unit at turn 10.
 
This is true, and what's more, this means it will never be optimal to produce units concurrently.

You have a simple choice:
Two units at turn 10, or one unit at turn 5 and one unit at turn 10.

Actually, there is the case where you don't want those units until turn 10, in order to save maintenance costs (say you're preparing for war, and want to wait for other cities to finish their builds as well). With a system like this, you're even safe against hammer decay.
 
Ah yes, the always annoying case when you rake in 300+ commerce every turn and you have to pay maintenance for a unit being one turn sooner. And save against hammer decay! What a relief! That is even more urgent then being safe against maintenance!

As it is the system is fine. I would be severely disappointed if they would make more than one que as the game would get a much more arcade feel rather than an in-depth strategy game feel...
 
Back
Top Bottom