The use of Building ques
More interesting game play
I thikk that game play would be much better if seprate ques were used for buildings and training rather than one for both !
More interesting game play
I thikk that game play would be much better if seprate ques were used for buildings and training rather than one for both !
I'm still hesitant, but i'm inclined to agree. This is one of the main causes of turn-spamming, and it makes the while-the-queue-is-empty buildings useless, because in my case, they never are.
City specialization will hopefully give us Castle Towns or the like letting us do that.
I hate long building ques. I wish we could just build and have it done with.
I disagree, I think the current system lets you either pick to build combat troops or upgrade your infrastructure, boosting your economy and building strength for power later on, while troops gives power instantly, if it where to be divided there would be little strategic choice in what to build and when.
I do think we need to clean up the buildings, and the ones that work when the construction queue is empty are just sad ![]()
Some time ago I hated long building queues but I then tried playing civ 5 differently and see that the point that you can continue to build stuff well into lategame without building a single unit in a town is just giving you a choice, of whether to build money buildings, research buildings, or troops.
I think buildings that improve construction times are stupid tho ![]()
Gotta see what the cities look like in beta 4 I might even make a new post on what I think about the cities ![]()
Sincerely
~ Kongdej
I 1000% agree
i would like to see a galciv style civic and military production queue where you can distribute the total production of the city between the two
Would you settle for a compromise? I like the single queue... makes you think, plan, and squirm. What if we could move things around in the queue w/o penalty? 10 more turns for that almshouse that i've already been building for 20 turns, but i could really use a pioneer right now... no problem... move the pioneer forward, then pickup where you left off making that almshouse.
sincerely
~ Kongdej
This would be my preferred resolution as well.
2nd build queue does too many negative things to the whole "opportunity cost" aspect of 4x games. However, if there was some manner of slider to split total city production between the two, that would be an acceptable compromise.
Actually now I come to think of it it's a bad idea- Magnar slave troops would be unstoppable.
2nd build queue does too many negative things to the whole "opportunity cost" aspect of 4x games.
From a realism perspective I have no problem with it, and from a gameplay perspective, it works quite well (for example, in Shogun II). I think the way it's right now is fine, though.
However, if there was some manner of slider to split total city production between the two, that would be an acceptable compromise.
I do not see the point of that. Surely, no matter what your situation, you would be better off by putting 100% into one of the queues, getting whatever you need early, and then putting 100% into the other. If we had the ability to reorder items in the queue, the slider would have no purpose, unless there are penalties for skewing your production too heavily in one direction. I.e. 100 production can be 50->build + 50->train, but only 75->build / 0->train.
Too complicated. Give me the ability to reorder the queue, and I'll be happy.
Amen. Re-order queues ftw.
Yes please to the queue re-ordering! Pass on the dual queue.
Shogun 2 have another penalty on building buildings than time, every constructing of a building, and training of squads of units costs high amounts of gold, so usually you are blocked by cash flow instead of infinite production which is the case in Elemental, there is alot of items that have no upkeep costs, and very few (high end units and some buildings) have a real construction cost besides production.
Sincerely
~ Kongdej
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