Lingering Production Queue Problem

This has been around for all of the beta.  If a resource is touching the physical edge of a city and I build that resource it goes into the city's production queue.  However if a resource is within my city's area of influence but NOT touching the actual edge of the city it does not go into the production queue when built.  

It's inconsistent and makes no sense.  I'm not sure if its a bug, something that is being ignored until the city development section gets its love, or if its intended.  

If its intended I'd love to know the thinking behind it. 

2,945 views 10 replies
Reply #1 Top

I always wondered why sometimes resource improvements were in the queue and not others.  I always thought it was related to the type of resource.  I guess I never fully fleshed it out...

Reply #2 Top

Pretty sure its intended.  Not sure why.  But it is intended on my part that my improvement don't reach out to touch resources and bring them into my city walls until after I have built the resource.

Reply #3 Top


I've always wondered bout this, but if you check your production it really doesn't do anything detrimental to your queue. Your city will always build one improvement even if that improvement is pass the list.

Same goes for the resource. If the resource is added to your queue it will always go down 1 turn no matter what position it occupies in the queue.

For example in my current game I'm building a soldier and I got a fire Shard in the queue after the soldier.

In my current turn it looks like this:

Soldier 7 turns Left, Fire shard 18 turns left.

When i pass the turn it looks like this:

Soldier 6 turns, Fire Shard 16 turns,

Which means that the fireshard is being built independently from my queue :>. (But yes I agree its quite annoying and confusing)

Reply #4 Top

Until we hear otherwise I'm looking at it as a bug.  It makes zero sense.  Either resources should always count on your production queue or they never should.  This behavior is just... goofy.

Reply #5 Top

It's not a bug. Resources touching your city proper will tie up your production queue. Resources not touching your city proper will build outside the queue. In short, try to always build resources outside your city first, then snake buildings towards them after to bring them into your city proper.

Reply #6 Top

map resources should have their own separate build system/mechanics regardless if they are within city limits.

 

They also need their separate mechanics for upgrades and technologies. 

 

The existing system is trying to marry incompatible game concepts, that's why players are finding and reporting this as a bug.

 

Reply #7 Top

How can anyone think that this is working as intended? As Kantok says, it makes zero sense.

Reply #8 Top

I see it as a tradeoff - the resource is now a part of the city defense system, therefore I need to spend time to develop it's structures in the build queue.

What's the problem with that?

Reply #9 Top

Quoting mqpiffle, reply 8
I see it as a tradeoff - the resource is now a part of the city defense system, therefore I need to spend time to develop it's structures in the build queue.

What's the problem with that?
End of mqpiffle's quote

 

Who's building up the resource when it's NOT in your city queue? Fairies?

Reply #10 Top

Quoting AlLanMandragoran, reply 5
It's not a bug. Resources touching your city proper will tie up your production queue. Resources not touching your city proper will build outside the queue. In short, try to always build resources outside your city first, then snake buildings towards them after to bring them into your city proper.
End of AlLanMandragoran's quote

I understand WHY resource points sometimes do or don't show up in the production queue.  As I said in the original post, it's always been that way and it's obvious what causes each.  I also understand the obvious way around having them in the production queue.  

The point is that the inconsistency between the two situations makes no sense.  I can't think of any reasonable metagame reason, lore reason, or gameplay mechanic impact that would make the distinction between the two logical or purposeful.  

That doesn't mean there isn't one, but this has been posted about in every beta with no response.  It'd be nice to know WHY it's working as intended if it is or have it acknowledged as a bug.