Why one building at a time?

I cringe when I've got a bunch of building qued up and there are turn times like 29 turns till so and so even gets started. Why can we only work on one building at a time? Would it not be more interesting to be able to place as many building as you choose but have it where the production is divided amongst the building placed. 1+city level are worked on at 100% and any more thna that divide the production. Seems like a more interesting way of growing the city.

9,224 views 5 replies
Reply #1 Top

One major flaw or issue is if one has multiple productions qued up then the production itself moves to a halt. Sure all the buildings finish but it will still take the 29 turns for all the buildings you have qued up anyway. But if you would like buildings to come out sooner, then you would have to micromanage each individual building to ensure that your production can go quickly.

Also, given a large amount of buildings the game will have to divide each of the work load which may inevitiably result in roundoff error which would have to be addressed.

A solution the issue I address is to divide the work-load amongst the first 3 qued buildings and have them built simulataneously, but in the long run it will not shorten the time it takes to build such buildings anyway (or at least significantly).

Reply #2 Top

make 5 turns production then rush it.

 

often, rushing with gold is your answer.

Reply #3 Top

Sorry, but I don't understand the advantadge of constructing two or more buildings at the same time. Each building provides one or more advantages, and the sooner the building is finished the sooner you will be able to start enjoying those advantages. Then, why delay this time in purpose?

Reply #4 Top

Quoting OliverFA_306, reply 3

Sorry, but I don't understand the advantadge of constructing two or more buildings at the same time. Each building provides one or more advantages, and the sooner the building is finished the sooner you will be able to start enjoying those advantages. Then, why delay this time in purpose?

Well the issue for me is that I rarely can justify building some of the larger buildings because of the time they monopolize in the queue. I end up just building small buildings and units. Honestly I think the game needs more units on the map so my complete solution would be to separate the unit building from building construction. And with the building built consecutively you wouldn't need to micro them. I understand that micro'n the building queue is consitered a strategy choice...but IMHO waiting 29 turns, or 10 for that matter for something to built isnt fun. You need either contant choice or fire and forget, and if its fire and forget then it needs to be doing many things at once.

Reply #5 Top

Ah... I see. If a buff building takes 29 turns you prefer to spend a few turns building it, theN building a small building unit and then continue building other big building a bit more. It makes a lot of sense. Thanks for the clarification. Well, I have to say that you made a good point, but one that has not been addressed in any 4X game (at least that I know) to date. Yes, you can micromanage this behaviour, but having the game doing it for you would be better. The problem is that the queue is great for deciding the next 5 things to build and then forget the city for a while, and if they changed the behaviour we would lose that feature. The key is how to find a solution compatible with both aproaches. Maybe a switch that says if its queued or simultaneous building?