Separate build queues.

Your op on separating build queues? (post it)

  • Aye.

    Votes: 15 78.9%
  • Nay.

    Votes: 4 21.1%

  • Total voters
    19

J-S

Crusader
Joined
Apr 4, 2002
Messages
264
Location
Argentina
As simple as that. I think that it is about time we can have cities producing marines while constructing a bank.

What I really would like to discuss is wether you think we should have only 2 build queues (improvements-units), or be able to separate city build queues into many and divide the city's hammers into equal parts between them (so you could build a bank and a library, dividing production by 2; or a bank, a library and a marine, dividing production by 3; etc.).

Civ on
 
100% behind this multiple build queues so many ways it could be done. As you say two seperate queues to do as you want with. Maybe specialist ones that ca nonly produce one type of unit or something, maybe a naval yard that only produces naval units. Construction firms that can only do city improvements etc. The biggest variant i can think of off hand is is multiple queues that would allow you to build as many things as you want. Your gonna have to wait a long time if you ant to spread your sources that far. Of course your resources might only be able to be put into certain city improvements or units etc. So many options.
 
I would take either multiple build queues or (preferrably) the ability to build multiple things in a single turn and to roll over unused production into the next unit. i.e., if I have 11 production on something costing 55, I should be able to push that 55 into the next thing. If you think about it, the latter gets you the same thing as multiple build queues, but has additional benefits.
 
Of course it would be good !
It's one of the best ways to make a few developped cities better than a lot of primitives cities.
 
J-S said:
As simple as that. I think that it is about time we can have cities producing marines while constructing a bank.

What I really would like to discuss is wether you think we should have only 2 build queues (improvements-units), or be able to separate city build queues into many and divide the city's hammers into equal parts between them (so you could build a bank and a library, dividing production by 2; or a bank, a library and a marine, dividing production by 3; etc.).Civ on


OK, once again my idea covers well this idea. You have multiple improvements that do the constructing/training, not just the city itself on one focus. Does any one actually read my ideas?
 
Why have them??? There is no point.
Item A - 10 Hammers
Item B - 20 Hammers
City Produces 2 Hammers per turn

Normal Way:
Item A takes 5 Turns
Item B takes 10 turns
15 Turns Total

2 Queues
Item A takes 10 Turns at 1 hammer / turn
Item B takes 10 Turns at 1 hammer / turn
Rest of Item B (10 hammers) takes 5 turns at 2 hammer / turn
15 Turns total

As you can see things would still get done in the same amount of time anyway. This just adds more complication for no benifit.
 
uhhhhhhh, except you missed the fundamental point. You can produce multiple things in a single turn, to use to your advantage.
 
but it takes 2wice the time so there is no point. This is not a benifit.
 
well your not going to get a bonus for building more than one thing at a time arn't you. If you look at my eariler example it took 5 more turns to build item A using queues.
 
Meleager said:
well your not going to get a bonus for building more than one thing at a time arn't you. If you look at my eariler example it took 5 more turns to build item A using queues.


Ok, wow, dude, you're still missing it.
Production is based on resource gathering and transforming for consumtion. When you have improvements be able to churn out different sheilds or hammers, or whatever, you can create multiple aiding bits of improvements and larger improvements as well as units all around. Where is this concept of more per turn than less lost on you?
 
Meleager said:
Why have them??? There is no point.
Item A - 10 Hammers
Item B - 20 Hammers
City Produces 2 Hammers per turn

Normal Way:
Item A takes 5 Turns
Item B takes 10 turns
15 Turns Total

2 Queues
Item A takes 10 Turns at 1 hammer / turn
Item B takes 10 Turns at 1 hammer / turn
Rest of Item B (10 hammers) takes 5 turns at 2 hammer / turn
15 Turns total

As you can see things would still get done in the same amount of time anyway. This just adds more complication for no benifit.
Of course, if you have such a small city with such a small production, obviously it has no advantage.

But as I pointed out, simultaneous building queues are useful for DEVELOPPED cities.
In Civ3, a developped city could easily have something like 40-50 (or even 80 and above) shield production.
In this case, it IS useful to have many building queue, simply because of the rounding.

When you have something costing 90 shields to produce, you simply waste 30 in the last turn. These 30 could have been used to produce something else, in another queue.

Additionnally, if you have a large city that is producing something big, like a Wonder, and then an ennemy army is approaching, and you need to upgrade your defense...
With the current system, you either have to bring troops from elsewhere, abandon the wonder and switch to troops production, or hope that the actual defenses will be enough to withstand the assault.
With simultaneous queues, you would be able to slow down the production of the wonder, while keeping what you already built, and then produce military units at the same time.

And plenty of likewise scenarii.
Simultaneous queues ARE, in fact, very useful :)
 
Great way of putting it down Akka ;)

As Meleager says, this wouldn't make sense under absolutely normal circunstances. However, I hardly remember any peaceful civ game where all was well and merry... MBQs would be useful either to react to urgent events without completely having to shift production and loose anything halfway built (like an assault, as Akka proposed); or MBQs could also be used to try to anticipate these events (for example, having your main production city to continually produce units, while building up slowly improvements > this way, you build up your defenses while building up culture, etc.).

Also, as many suggested, being able to build some things instantly is a must (as long as your production is higher than the total cost of the unit/imp ofcourse).

Civ on
 
On thing it would allow that just occured to me is how many units you could rush build in one turn if you have the money. Ive always felt you should be able to do that anyway.
 
I would perfer shield carryover to mulitple builds. Shield carryover would benefit all sized cities. Mulitiple builds would only advantage the developed against the underdog.
 
searcheagle said:
I would perfer shield carryover to mulitple builds. Shield carryover would benefit all sized cities. Mulitiple builds would only advantage the developed against the underdog.
Well, that's the point.

Multiple builds offer an alternative of "a few developped cities", opposed to the actual "a lot of primitive cities" that we see in most games.
 
Maybe you could allow later buildings, like factories, to permit multiple builds, and certain improvements would give a production bonus to some units under construction. If you have an automobile plant (increases production) it could add 5-10 shields per turn to any mechanized unit you built, if you split the queue. Improvements like concrete plant would speed the construction of buildings/highways.
 
Himalia said:
On thing it would allow that just occured to me is how many units you could rush build in one turn if you have the money. Ive always felt you should be able to do that anyway.
Well, if you have the money, you have the money :p
I say if you want to rushbuy 3 marines in one turn, and you have the dough for it, this should be available. I might even venture suggesting that rushbuying could finish the unit/imp instantly, ai that same turn.
 
Ivan the Kulak said:
Maybe you could allow later buildings, like factories, to permit multiple builds, and certain improvements would give a production bonus to some units under construction. If you have an automobile plant (increases production) it could add 5-10 shields per turn to any mechanized unit you built, if you split the queue. Improvements like concrete plant would speed the construction of buildings/highways.
I love this idea... that some production bonuses can be specific and exclusive to certain units/improvements.
Good for the players, but it would make it hard on the editors though, as a whole new set of options for each improvement would have to be implemented for this.
 
I like these ideas. Having a hammer 'pool' that all excess goes to from the begining will help speed the game along.

plus a queue for units and one for improvements, but only after industrial revolution technology. Factory allows splitting, Labor Union allows bonus to improvements, West Point gives bonus to troops, Miltary industrial complex gives boni to both.

This could really speed up the game and make for some interesting end game senarios.
 
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