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MRT144 is offline MRT144
Chieftain
Seattle Washington
Oct 2002
time: 21:37
  Old Post 22-03-2005 03:25
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did anyone ever want this? Tired of ads?

ability to build multiple units or facilities at the same time and allocate where the building materials went instead of being forced to choose one thing and stick with it or lose points for change.

example, building a wonder and a phalanx at the same time, and divide the cost or allocate the cost to each one accordign to your priority.

TitanTim is offline TitanTim
Chieftain
Niagara Falls, Ontario, Canada
May 1999
time: 00:37
  Old Post 22-03-2005 15:17
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I've always wanted this. It makes more sense and allows for new options like "city workforce" which is dictated by city size, labour pool, and unrest/morale factors. Also, based on resources you may not be able to build anything or it could take a while to build. In addition, tech can give bonuses when building certain things including the ability to add more build queues (limited in the early game to more in the later game).

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:37
  Old Post 22-03-2005 17:18
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You have a similar thing in MOO3.

Here you have two different building queues, one for military units/spaceships and one for planetary buildings,
allowing you to build a building/planetary enhancement and a spaceship at the same time.
You also have sliders allowing you to control how much of the tax money goes into the military production and how much into the production of planetary buildings.

A similar system with 2 Buildings queues, one for units and one for city improvements and a single slider which determines how many percent of the city production go into military production and how much into the production of buildinge/wonders would be great, allowing us to produce 2 things at the same time and on the other hand also being easy enough that even a Civ-beginner could understand the concept.

Aramis is offline Aramis
Prince
Not where I was tomorrow, nor will be yesterday.
Dec 2002
time: 23:37
  Old Post 22-03-2005 18:12
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quote:
Originally posted by Proteus_MST
A similar system with 2 Buildings queues, one for units and one for city improvements and a single slider which determines how many percent of the city production go into military production and how much into the production of buildinge/wonders would be great, allowing us to produce 2 things at the same time and on the other hand also being easy enough that even a Civ-beginner could understand the concept.


Best idea for Civ seen in a long time.

MRT144 is offline MRT144
Chieftain
Seattle Washington
Oct 2002
time: 21:37
  Old Post 23-03-2005 03:12
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based on government there could be bonuses or penalties for each que...

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 23-03-2005 04:02
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It's an idea I've supported for a while. Hopefully it'll be included in a way or another. OTOH, not all good ideas can be implemented and at the same time keep the game good, so I'll survive without it if I have to.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:37
  Old Post 23-03-2005 06:23 Visit lajzar's homepage!
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Nice idea, but it completely destroys the concept of opportunity cost decision making.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:37
  Old Post 24-03-2005 01:48
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quote:
Originally posted by lajzar
Nice idea, but it completely destroys the concept of opportunity cost decision making.
++ Count me firmly against this idea for the reason stated above.

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:37
  Old Post 24-03-2005 02:33
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quote:
Originally posted by lajzar
Nice idea, but it completely destroys the concept of opportunity cost decision making.


You still have to make decisions.
Dio I build the granary first or better the pyramids?
Do I built a settler or rather a phalanx to defend the city?

And the Computer-Opponent has to make the same decisions, which means that, if you might be able to build a large army because of the separate unit-build-queue, he is able to do it as well (at least if the AI is programmed intelligent enough ) and that, if you might be able to build a wonder earlier because of the separate Improvements-build-queue, the computer-opponent might as well be able to race to wonders.

So 2 separate queues very probably won´t make your job easier

Elda king is offline Elda king
Chieftain
Belo Horizonte, MG, Brazil
Sep 2004
time: 02:37
  Old Post 24-03-2005 03:41
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Very good! But I don't understand why only 2 queues, the number of queues that you should have should be based on your government (2 on despotism, 3 on republic, 1 on communism, etc.), or the city size (towns with 2 queues, cities with 3 queues and metropolis with 4 queues).

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:37
  Old Post 24-03-2005 06:13
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Re: did anyone ever want this? Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by MRT144
ability to build multiple units or facilities at the same time and allocate where the building materials went instead of being forced to choose one thing and stick with it or lose points for change.

example, building a wonder and a phalanx at the same time, and divide the cost or allocate the cost to each one accordign to your priority.


No, I don't like the idea. It takes away from some of the strategy of building a wonder for X amount of turns, usually quite a while, and not having producing anything else out of that city in the meantime.

I hate to sound conservative, but I do not want to see changes made to the Civ series that are not a core part of the Civ feel. Most notably the game being turned based and one production item at a time fits that mold.


Regarding queues, I wish there was a way to set up a queue so that each time a new city is built it takes upon the "new city" build order queue. It would be nice if there were more flexiblity with the queues in general.

Switch is offline Switch
Prince
This just in, water has been discovered on Mars...
Apr 2002
time: 00:37
  Old Post 24-03-2005 06:32 Visit Switch's homepage!
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It's an interesting idea, and I can also see a way to make the war-time mobilization more useful too. For example, with a normal mobilization and a non-specifically war-based government (i.e., not Commy, Despot, or Fascism), you have a maximum unit production allocation of, say, 50%, except for primarily defence-based units, though only if the MP limit hasn't been reached for the city. Go into war-time mobilization, and you now have the option of going beyond that limit, to 100%, and now perhaps a lower limit of 50%, so you must allocate more than 50% to military units. War-time governments would have a similar limit, but would be better to have these limits higher than 50%, but with a correspondingly higher low-limit in war-time mobilization. Perhaps this might allow Fascism to actually be useful, with the highest military unit production rate allowable under normal mobilization...

Just a thought.

Falconne is offline Falconne
Settler

Jun 2004
time: 17:37
  Old Post 25-03-2005 10:11
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quote:
Originally posted by lajzar
Nice idea, but it completely destroys the concept of opportunity cost decision making.


Not quite - you still only have limited resources and you have to decide how to allocate them.

It's a feature I always wished the game had, but the issue I see is that the abstractions used by Civ make it not so appealing:

You can't get any benefit from a partially constructed building or unit. Therefore, instead of constructing two buildings at the same time and having them both build slowly, it is probably better to build one quickly using all available resources and reap it's benefits while building the other.

Same is true of units. If the game was more granular, you would be able to start using buildings and units after a certain minimum level. You could continue construction on it further later on, if you wanted to improve the efficiency and quality of the building/unit (upgrade in other words), but that's not the Civ way.

Another issue is all resources being abstracted by "Shields". If towns had a "workforce" based on population and each building had a limit on the maximum number of workers who can work on it at one time, then the simultaneous building could work.

Unless some fundamental changes are made in the game, after a certain period of time, it wouldn't matter whether you built one thing at a time or many, because you would have achieved the same end result. It would make occasional short term difference, for e.g. at the start of a war, but that's about it.

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:37
  Old Post 25-03-2005 12:33
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quote:
Originally posted by Falconne


Not quite - you still only have limited resources and you have to decide how to allocate them.

It's a feature I always wished the game had, but the issue I see is that the abstractions used by Civ make it not so appealing:

You can't get any benefit from a partially constructed building or unit. Therefore, instead of constructing two buildings at the same time and having them both build slowly, it is probably better to build one quickly using all available resources and reap it's benefits while building the other.


That's not necessarily true. If you enter war and in a high production city you've been working on a high production cost building it would be nice to be able to continue working on that building while trying to pop out a few cheap(er) units in the meantime. As lajzar said it takes away from the oppurtunity cost making decisions. Choosing to build that high cost building when you may enter war soon is apart of the risky decisions you sometimes have to make; granted some are more "risky" than others.

Falconne is offline Falconne
Settler

Jun 2004
time: 17:37
  Old Post 25-03-2005 13:02
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quote:
Originally posted by TechWins


That's not necessarily true. If you enter war and in a high production city you've been working on a high production cost building it would be nice to be able to continue working on that building while trying to pop out a few cheap(er) units in the meantime. As lajzar said it takes away from the oppurtunity cost making decisions. Choosing to build that high cost building when you may enter war soon is apart of the risky decisions you sometimes have to make; granted some are more "risky" than others.


Yes, but you would be dividing your available resources between multiple projects, so the opportunity cost is still there. It is still a decision you have to make as to how to allocate resources between that expensive building and making units. A realistic decision at that.

I just think that the abstractions the game has would prevent this kind of feature from showing it's full potential.

I don't think it would cause micromanagement issues either. This could be implemented at a high level, like sliders to determine at the civ level how you want to allocate resources. It could be very high level (between civilian,military) or more detailed (civic, military, scientific, commerce, manufacturing, cultural, etc). Basically like the Galactic Civilizations model.

shimmin is offline shimmin
Chieftain
Illinois, USA
Sep 1999
time: 05:37
  Old Post 27-03-2005 18:52
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It worked well for the original MOO, but I think part of what made it work well is the paucity of game elements analagous to specific city improvements. Industry, planetary defenses, waste cleanup, etc., all had a high degree of abstraction in MOO.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:37
  Old Post 29-03-2005 12:46 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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I like the decision of only 1 item to build

If you guess wrong, to bad: if you switch a penalty

It would take longer to build items if at a low percent.

That is after a while I have city specific builds

Some pure military, science etc. All you have to do is switch things around to get cities to grow and produce faster

Russian_King is offline Russian_King
Chieftain
Australia, Perth
Dec 2002
time: 13:37
  Old Post 08-04-2005 10:45
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its a pretty cool idea, but i agree with the last guy that said u alredy use different cities for different stuff to build. however, this would be a nice addition for some of those especially industrial cities i seem to get recorded over 200 shields per turn with only 20 corruption! the only thing this city is good to build for is nukes!

Zoetrope is offline Zoetrope
Warlord
Melbourne, Victoria, Australia
Sep 1999
time: 05:37
  Old Post 12-04-2005 12:46 Visit Zoetrope's homepage!
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Space Empires 3 (late 1990's) was turn-based, and it had an unlimited number of queues per colony (at least I never reached the limit).

I built many space docks (queues) around each settled planet, and each space dock was continually busy constructing ships, starbases, other space docks, and/or whatever else it could.

Didn't slow the game one iota.

Combat was interesting too (unlike Civ's stupid "combat system").

Each player had their own tech tree.

You could design your own units (ships) and trial them against known enemy designs in the Combat Simulator (a simulated battlefield).

SE3 was especially addictive as multiplayer (PBEM), but the AI was fairly competitive despite all the strategems I used.

It did have spacelanes (which some MOO3 ex-players dislike) but SE3 also had large (about 12x12) solar system maps for each star, and those arenas were where the building was done, while the combat occurred on separate maps (about 30x30 each) representing the combat square in the solar system. If a planet was within the square, its defences took part.

MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:37
  Old Post 17-04-2005 18:36 Visit MrFun's homepage!
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meh

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:37
  Old Post 17-04-2005 19:16
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Hey Fun, whereyoubin?

Dr Zoidberg is offline Dr Zoidberg

King
Communist Party of Apolyton
Jan 2002
time: 06:37
  Old Post 17-04-2005 21:20
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Yeah, man. There´s three threads in OT asking where you are...

Dr Zoidberg is offline Dr Zoidberg

King
Communist Party of Apolyton
Jan 2002
time: 06:37
  Old Post 17-04-2005 21:25
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Re: did anyone ever want this? Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by MRT144
ability to build multiple units or facilities at the same time and allocate where the building materials went instead of being forced to choose one thing and stick with it or lose points for change.

example, building a wonder and a phalanx at the same time, and divide the cost or allocate the cost to each one accordign to your priority.


I think it´s an excellent idea. Multiple building queues

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:37
  Old Post 17-04-2005 21:27
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quote:
Originally posted by MrFun
meh


MrFun sighting!

patcon is offline patcon
Warlord

Jan 2004
time: 00:37
  Old Post 19-04-2005 06:29
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quote:
Originally posted by Platypus Rex
If you guess wrong, to bad: if you switch a penalty


The switching penalty (losing half of your already allocated shields when switching from an improvement to a unit or vice versa) was in Civ2. I don't recall seeing this in Civ3. It was "realistic" in the sense that resources spent in building a temple don't really help building a phalanx, but I still hated it.

I'm not sure I see much use in multiple queues for improvements or units, unless you've got shields which are going to be wasted when an item requires fewer shields to finish then you are producing (i.e., your cathedral needs 10 more shields and you're producing 15 shields per turn.) It would be nice if you could use those extra 5 shields to get a jump on the next thing you want to build. A simpler way to deal with this, though, would be when the pop-up announces "cathedral done" and asks "what next?" any excess production already starts the next project. A major shield producer could conceivably go through several iterations in a single turn, if several items could be finished. That could lead to interesting choices - "Do I build multiple cheap units or one expensive unit in this city?" As it is now, once a city can produce Modern Armor why would I have it produce Mech Inf?

That being said about multiple queues for improvements/units, I would like to see something like multiple queues for dealing with wonders. While wonder building is usually a mad dash to try to finish before another civ, there are times when I might want to build a newly-available improvement or a needed defensive unit in a city which is working on a wonder. Dedicating a city to doing nothing but building "Hanging Gardens" for the next 40 turns, while you discover currency in the meantime and could use the marketplace to help keep the workers happy is ridiculous and "unrealistic". Does anyone think that all other building stopped in Rhodes while the Colossus was being built?
Suggestion: A city building a wonder can designate one other project to build concurrently. Any, or all, of the city's shield production can be allocated to this other project; allowing a wonder to be put on the "back burner" when other needs arise, without completely losing all the work which has been done. Of course the objection to this is that the AI would probably have trouble dealing with this option.

While I'm on the subject of building wonders, allow me this rant. I get so ticked off when the city that has just spent the last 40 turns working on a wonder and is 2 turns away from finishing it has its entire work wasted when another civ sneaks in. I've just built a 300-shield library! If my people have been building "The Great Wall", why should it suddenly be worthless just because somebody else built it first? It wouldn't be this huge cultural icon or draw visitors from around the world, but wouldn't it offer protection to my cities?
Suggestion: A great wonder only confers culture points and tourism revenue to the first civ to build it, but other civs who were already building it can still finish it (as a small wonder) to get the other benefits such as barracks or walls.

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