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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:28
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That's an interesting idea (I think it was present in GalCiv btw), but I think there would be a need of a seriously good interface so that it doesn't mean too much micromanagement.
A general slider for the civ, and an ajustable, easy-to-access slider per city could be good. In the main map, both constructions should be displyed (like the construction orders are displayed under the city's name in Civ3), and the importance given to each construction should be seen as a colour.
For example, let's say that I am building a marketplace at 90% in Persepolis, and a pikeman at 10% (Perspeolis being in the middle of my empire, I don't really need to build too much military there). Under Persepolis, "marketplace" is displayed in bright green, while "pikeman" is displayed in dark red.
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korn469
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Poetic Justic
Apr 1999 time: 00:28
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If implemented properly I think that this feature could have positive ramifications for the Civ genre. Doing it right though has two components, one is interface, and the second is purpose. As far as interface goes I think that there are numerous ways they could successfully build it into the interface, Spiffor's idea could work (though it sounds a little micromanagement heavy). There could be two queues in every city one military (units) and one civilian (buildings, workers, settlers). Then the player would have a guns or butter slider, which determined how much production went into either, though of course if you didn't have anything in one queue then the other would default to 100%. Each city could simply have a fixed number of items based on its size. Towns have one queue, cities have two, metros have three, and a player could build anything they wanted with production being split equally amongst the queues. Or having multiple build queues could depend on having factories or some other prerequisit building. As I said the interface has many possible implementations.
I think that purpose is the more important item to consider. If a player could go back and engineer Vanilla Civ3 or Civ3 Conquests so that players had two build queues, and nothing else changed it wouldn't have much of an impact. As it is currently in Civ3 it's quite easy to build all buildings without any problems in the important core cities, and unless your civ is actively at war, then most of the queues are wasting shields on capitalization because there isn't anything worthwhile to build. I think if done properly with unit costs, then having more than one queue would have a positive impact on strategy. Maybe buildings should have more of an impact and cost far more, also military units could be slightly cheaper. So if a city produced 120 shields a turn, and it could equally divide that production on a 900 shield modern sports stadium and a 60 shield infantry units then we have some interesting outcomes. Basically the stadium in 15 turns along with 15 infantry.
I think only larger more developed cities should have the ability to have multiple queues. So either city size (by that i most mean town, city, metro, but it could also be for every x amount of citizens a city have a seperate build queue), city size regulated by tech, or certain buildings that open this up. If at least some useful military units stayed fairly cheap so that megacities could turn out multiple ones per turn, then this could come in really handy. I see it as less useful for buildings, but that's just me.
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patcon
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quote: Originally posted by Urban Ranger
This was brought up before.
The conclusion was it doesn't make a difference. A city could only produce so much a turn, so having two queues won't make building faster. |
While I'm not sure I'm in favor of this concept, I can see situations where it would speed production. In the late game I have had cities churning out 90 shields per turn. If I want to build units costing 60 shields, I can build 1 and waste 30 shields per turn. If I had 2 build queues, I could assign 60 shields to completely finish 1 unit and 30 shields to half-finish another, then the next turn use 30 shields to finish the half-built unit and 60 shields to completely another unit. Therefore, 3 units built in 2 turns with zero shields wasted, as opposed to 2 units built in 2 turns with 60 shields wasted or 3 units built in 3 turns with 90 shields wasted.
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kolaps
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That is a good idea, but i think that it will be beeter if you will need to build a factory to produce a millitary unit(or a group of milittary units) Tank factory, stable, shipyard......So strategic precision bombing will be more important! When you start to buid a factory you choose what units will you build( You choose an armor ,transport capacity, range, depanding on your technological achivments). So better units will cost more and money will play a bigger role in war. That is realistic and that will give place for tactics.l
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