Separate Queue for Units and Buildings
Posted: Sun Dec 17, 2017 9:20 am
In a city with a million people, why wouldn't you be able to build a granary at the same time you train a legion? I don't have much hope for such a massive change to come, but one could wish.
Separating units and buildings sanely requires two fundamental changes to how production is handled.
I] Separation of the production queue into 3 parts: Construction, Manufacturing, and Training.
II] Division of production resource into 2 parts: Construction and Manufacturing.
Ia. Construction is the building queue, it works as now.
Ib. Manufacturing is vehicle/mechanized unit queue, it works as now. (Bombards, freight, tanks, airplanes, ships, and maybe engineers)
Ic. Training is the human unit queue.
Instead of using production, it uses a time-based creation.
Effects can alter how long it takes to train units.
While a unit is being trained, it consumes an effect-modifiable upkeep cost as if it was a live unit.
Effects can also alter how many units are trained at once (For example, barracks might allow the top two units to be undergoing training, rather than just the top one).
If there's an upkeep deficit, in-training units are dropped first, starting from the 'bottom' one currently being trained.
Losing a training slot would cause any unfinished unit that is no longer being trained to lose all its training.
One unit a turn could be Rushed with gold, but would not gain veteran level effects from buildings.
II. Division of the production resource would work like trade resource division, but controlled at the city level.
IIa. Construction Resource is used for buildings. It is the default production resource.
IIb. Manufacturing Resource is used for manufacturing units(Not training). How much of a percent of your production can go into manufacturing is controlled by effects, similar to tax limits, only on the city level. Any unused Manufacturing Resource is automatically dumped back into Construction Resource.
Separating units and buildings sanely requires two fundamental changes to how production is handled.
I] Separation of the production queue into 3 parts: Construction, Manufacturing, and Training.
II] Division of production resource into 2 parts: Construction and Manufacturing.
Ia. Construction is the building queue, it works as now.
Ib. Manufacturing is vehicle/mechanized unit queue, it works as now. (Bombards, freight, tanks, airplanes, ships, and maybe engineers)
Ic. Training is the human unit queue.
Instead of using production, it uses a time-based creation.
Effects can alter how long it takes to train units.
While a unit is being trained, it consumes an effect-modifiable upkeep cost as if it was a live unit.
Effects can also alter how many units are trained at once (For example, barracks might allow the top two units to be undergoing training, rather than just the top one).
If there's an upkeep deficit, in-training units are dropped first, starting from the 'bottom' one currently being trained.
Losing a training slot would cause any unfinished unit that is no longer being trained to lose all its training.
One unit a turn could be Rushed with gold, but would not gain veteran level effects from buildings.
II. Division of the production resource would work like trade resource division, but controlled at the city level.
IIa. Construction Resource is used for buildings. It is the default production resource.
IIb. Manufacturing Resource is used for manufacturing units(Not training). How much of a percent of your production can go into manufacturing is controlled by effects, similar to tax limits, only on the city level. Any unused Manufacturing Resource is automatically dumped back into Construction Resource.