So now you're proposing a system where you first select everything you want to build, then wait a few turns, then decide where to place it, then wait a variable number of turns depending on the location.
G - Both actually. You may select items beforehand from the build list and place them on the planet before their parts are constructed and available for placement. Once they are completed they are automatically placed.
It could look a little like this. By dragging items from the build list onto the planet they get placed in the imperial build queue (or, you can do the reverse, by ordering it in the build queue and placing it later). It offers both the ability for both pre-placement and post-placement.
The extra 0-4 turn wait on underdeveloped systems is to prevent what happens often in classic pre-post systems like the CIVs or Moo2. You crank your taxes to full, select the city and keep "buying" those tanks every turn until you've wittled down the oncoming invading army.
I think the mathematical equation would look like this.
Turns for item completion (on the planet) = [ Bcos - Epro ] + [ 4 - Pval ]
is total empire industrial production
is building part cost.
is arbitrary number I just through up of.
is the "GDP" of the planet described below.
4 - 100% of planet has cities
4 - 75% of planet has cities, planet's focus is industrial
3 - 75% of planet has cities
3 - 50% has cities, planet's focus is industrial
2 - 50% of planet has cities
2 - 25% of planet has cities, planet's focus is industrial
1 - 25% of planet has cities
0 - New colony
You wouldn't have to wait if you built them in your core industrial worlds (Pval of 3 or 4). They should pop up immediately.
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Why not just combine the two parts of the decision (what and where) and make them at the same time, thus saving thought, and having only one wait for the item, i.e. pre-placement.
G - If you chose to pre-place by dragging the item from the build list, you wouldn't have to worry about waiting twice. A system that offers both gives you the ability to order items from the empire build queue and let it stay in storage, giving you a flexibilty for drastic times. EX: A border colony was hit hard by an ion storm and lost it's hospitals. Since you so wisely chose to create a 'safety surlpus' of 1 hospital, your feighters rush to the planet with pre-built hospital parts and machinery to complete the hospital in 2 turns.
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After all it seems we would have to put so many restrictions on the post-placement system to prevent it being a licence to 'cheat' or just simply annoying to opponents that we'd end up with a system that was pre-placement in all but name, and clunkier to boot.
G - I agree, the waiting time is there to prevent the rampant cheating that occurs in pre-placement games like CIV, MOO2, etc that allowed you to instantly 'buy' production. It gets frustrating when you are attacking an enemy border colony and every turn a death star pops out, built from a huge empire 13 jump nodes away.
G- The advantage of having a both pre and post placement systems is that not everything may need to be placed at a 'planet' for production. A system using both pre and post-placement allows for the option of placing things on systems, stars, ships, black holes, dancing rabbits signing about toilet paper, and moons. Or what the heck, you could even order the parts in your build queue and give them to your allies. Would be interesting if the game allowed for unique buildings.
G - I guess I'm saying to pre and post, "why not both?"
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RE: Option to split imperial build Queue
1 at 100%
2 at 50% / 50%
2 at 75% / 25%
3 at 43% / 33% / 23%
So you're not stuck waiting for 50 turns to construct a death star, while you have a zillion frigates waiting behind it.
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Artificial constructs. Whenever it can possibly be avoided you're better off not imposing things like this on the user.
G - Why not? If you don't want to split your imperial build queue, just leave it at 100%.
Besides if you only had one build queue, one wonders why you'd put a Death Star in front of a zillion frigates in the first place. A far better solution would be to allow re-arranging things in the queue, maintaining any work that's already been done on them. (Nevermind that you're better off with serial production anyway, if it's available at all which is what I was talking about in my previous post.)
G - True, rearranging items and distributing production is a good idea (I like it). Splitting the queue offers players the option of "Ok, I'll split my queue in half, 75% and 25%... and just build all my military stuff in the 75% and all my civil stuff in the 25%", cutting down on some micromanagement.[/b]
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