Very big post, replies to replies (By the way, I never found yet how to quote somebody inside a nice gray square).
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Even 2 separate training queues is 2 times more stuff you have to fit into the interface
somehow
Having multiple queue of the same type is not necessarily a problem on the interface since you are doing the top 2 or 3 or 4 items at once. It's a bit like an FTP software queue. You do not need an extra space to place the extra queue, you just add a flag to the item to mark that it is also beign produced.
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Training units faster with more population does actually make sense
One thing that annoyed me in MOM is the time it took to be able to create an army and attack your ennemy. If an ennemy declared war on you, it took almost 20-30 turns before you could have a chance to attack his first city. Second, since the damage were very volatile, you could lose your entire army on the first battle. Since you did not want to restart the whole 20 turn process again, the only way to avoid this is to reload the game
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more production to the military queue and vice versa
What people have to understand is that you do not produce units, you train units. Yes there is some equipment production in unit training, but it's minimal compared to what a building needs. This is why fixed training time makes more sense for units. This is another reason why produciton would not be split between 2 queue.
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You Should always be training something. And in lieu of that a city could focus training production on upgrading experience of garrison units.
Very good idea. There is no need to bother about empty queue, they should even be a strategic part of the game (not producing anything is a strategic choice). You can make that empty building queue improves the city: more growth, less unrest, etc. Empty military queue would increase unit experience (I really like this Idea)
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I personally prefer a more automated system. I don't like to have to micromanage the people in my cities when I already have to place all the buildings. I like just being able to build a city and occasionally upgrade it without having to constantly check up on it.
Completely Agree with this. Another annoying thing in MOM I have realised last time I played is that I constantly needed to adjust the food production of every city to make sure I have nor surplus, or I am not it the red. THis is very annoying.
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In any case, Derek and I will always err on the side of gameplay over realism.
I will always promote gameplay instead of realism. The problem right now is that a single queue affect drasticly the gameplay of the game. This is why we are pointing out this problem.
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Another option- a building idea: Why not a "Guild of the Nine" equivalent building in higher-level cities that allows you to rush-buy troops with a gold upkeep cost?
Suggestion: I would rather have a pool of mercenaries that players can hire from. Unhired mercenaries moves from an empire to another for seeking a job.
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Civs work wonderfully with one build queue
I do not really find civ games that wonderful. This is why I found MOM so superior to CIV. SUre MOM only had 1 queue, but at least there were no worker placement (what a relief).
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Umm... Please tell me you have automated the damn caravans? I hate these things in WoM.
Caravan sucks, personally Roads between cities built in 1 click "like Civ Rev" is the best. Beign able to build road with opponents (if they agree) should also be an option.
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but that rather assumes that all people are equally good smiths/military trainers/stone masons etc, which doesn't make sense.
That was a weird thing in Master of Orion 2: "Ok guys, we have nothing more to build, everybody change profession and become scientist".
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Again, from my point of view, that makes absolutely no sense. It annoys me and would make me enjoy the game less. (I think I copy pasted the wrong thing here, I had this problem at least twice. Anyways, it was about repeating buildings.)
A quick idea I had for a mod is that you can only have 1 of each building, but there are multiple buiding levels. So for example, if you want to focus on science, you could build a level 3, 2 and 1 library. The disadvantage is that it would cost you more space and you would get less bonus every time. But it could be your choice to have a less optimised but more specialised city.
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Personally, I think the game would be more fun if people had epic armies of elite warriors in shining plate, dragons at their side, beautiful cities with walls and towers rising high, and wizards raining down death every turn.
Totally agree. THe game should promote a certain level of luxury and power. You do not want a backwayd fight between peasants, you want large, beautiful and shiny army to reinforce the impression of might. You want to have meteor shower spells that can take out dragons in a single click. Think lord of the rings ... with more magic, big stuff with impossibly big cities. So yes, luxury should be accessible earlier in the game. Right now, in WOM, it is really hard to get something basic like a METAL ARMOR. Common on, it's not that hard to make. Past 1/4 of the game, metal armor should be common.
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The devs could overkill it by giving 10 queues per city and then we could have a slider saying how much % of the effort should apply to each queue, adjust over time, etc. But that's a hell of alot of micro.
Multiple queues does not increase micromanagement because you do not chose in which queue it is going to go. The only thing you decide is the order. Multiple queues of the same type only makes things get built faster, it does not increase the amount of management. Worker placement does increase micro management, this is the case of CIV.
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Cities will be a lot smaller without unlimited improvements and housing.
Personally, I suggested for a mod to have only 8 large building surrounding the city. What is interesting about it is that you can see the city's production capabilities in a glance. You do not have to search for the "Real" buildings. It also reduce the amount of management to do for each city.
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But it seems odd that a powerful empires core cities should suffer decreased population growth, simply due to the existence of far flung conquests and outposts.
A suggestion that was made in another thread is to add administration cost.
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At least, if you really do not want 2 queue, only deactivate the feature and make it possible to reactivate it though modding.