Two parallel production queues

Iisak

Chieftain
Joined
Aug 3, 2003
Messages
2
Location
Finland
It is not fun or realistic that a city can not produce two (or more) things at the same time. Especially when building big things (like wonders) this is a problem. For example during tens of turns when a city which is working on some great project it can not build settlers or workers, and population growth is out of control.

Solution: there could be two parallel production queues in every city. One could set the percentage of resources used in them in the same way one sets the tax/luxuries rate. One would propably use 80% of shields in building a wonder or some big city improvement, and 20% of shields in building some settlers, workers and defending units now and then.

Alternative solution: it could be possible to put the current production "waiting" for a moment. For example a city is producing a wonder and has collected lets say 200 shields for that. Then a player puts these 200 shields in a stock, builds a settler (or what ever) and then continues building that wonder.
 
Well, once again at the expense of tooting my own horn :rolleyes: , maybe you should look at the United Economic Theory Thread, by Trade Peror. He and I have both suggested the ability to 'convert' shields and 'food' into a 'non-productive' form-to represent 'comsumer goods' and the city's 'civilian economy'. These goods earn a city more money than raw shields and food, and could even act as pseudo-luxuries (in that they increase happiness), but at the cost of your ability to build units and infrastructure.
Combined with the private sector, this would allow multiple tracks of industrial and commercial development within a city-one which is more closely related to real life.

Yours,
Aussie_Lurker.
 
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