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 Rotating Production Queues

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Joe the Bartender
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PostSubject: Rotating Production Queues   Thu Jan 15, 2015 9:40 am

Just a little thing, when the current item in the queue can't be produced, the building sits there and waits until there's enough resources to afford it. Even when there's an affordable item in the queue, the building doesn't rotate the queue to it. I think it would be great if the production queue detects the nearest producible item and flicks to it, putting the unaffordable items at the back of the queue. That way, you can sit there with the researches or units you always wanted in the queue, ready to be produced when the resources are sufficient Smile.
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Patrick_the_Winekiller
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PostSubject: Re: Rotating Production Queues   Thu Jan 15, 2015 9:21 pm

By that logic, you would only get weak units produced.
Say you have a goblin that costs 10 metal and an orc that costs 25 metal. You want a nice mix of both so you insert goblin,orc,goblin,orc,orc in the queue. The result should be 2 goblins at every 3 orcs, but with the above system there would only be goblins when your stocks are below 25 (and will never reach 25 at this rate, since it will autoconsume for goblins).
You can extrapolate the example on a larger scale, including very expensive researches that will never get done because of the queued cheaper units.

The basic fault is that rotating the queue by resource availability kind of negates the idea of a queue: an order of items.

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Joe the Bartender
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PostSubject: Re: Rotating Production Queues   Fri Jan 16, 2015 1:56 am

I don't think rotating queues are quite that flawed. Whilst it does mean the weaker units will usually get produced, who says the items in the queue all cost the same type of resources?

For example, I am producing a unit which costs 100 crystal and am queueing a unit which costs 50 metal. My current Crystal count is at 200. I want to research something that costs 150 crystal in another building, so my Crystal count (temporarily) goes down to 50. Depending upon Crystal income, that can mean the unit production building is sitting there for a length of time doing nothing despite the fact it can produce the unit which costs 50 metal.
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