That's not entirely true. For research, if you enqueue a bunch of techs for which you don't have all the prerequisites, those techs won't get RP allocated until their prereqs are finished, and won't ever get RP if their prereqs are removed from the queue before being finished. For production, we could allow enqueuing of currently unproducible buildings projects, and some projects might require a strategic resource or similar to get funding on a given turn, the availability of which could fluctuate as supply lines are block and opened. And even without strategic resources, if a build location's source of imported PP is cut off, some of its projects might be cut off, regardless of their position in the queue above other supplyable projects.eleazar wrote:With the current global queue, it's rather easy to see what's going on. PP is given to the first item in the queue, up to it's 1-turn limit, and so on down the queue until all the PP is used up. All projects receiving PP are at the top of the queue.
I think we'll need tooltips and/or other indicators of why things on queues aren't getting funded, regardless of how shipyards limits work. Likely the boxes on the queue for the items will have some indication... Perhaps a few different icons for "insufficient shipyard capacity", "prerequisite not available", "missing strategic resource", "insufficient PP at this location", etc. (obviously all with tooltips).Due to these additional constraints, projects won't necessarily be build in the order listed in the queue. And it's not obvious what must be done to get PP to a particular item. And thus much of the elegance and simplicity of a global queue is lost.
The global queues are an ordering of priorities by the player, but this doesn't necessarily mean that those priorities can and will be met in that order. The reduced micromangement of each planet having its own queue is still eliminated, so the global queue is still useful.
IMO, it should really be possible to destroy the second Death Star before it becomes fully operational... along with any other under-construction fleets. Like with buildings, a large long-time-to-build ship's production location is an important strategic choice, particularly since ships under construction could appear in battles as targets before they're finished.tzlaine wrote:...produce as many ships as your total number of shipyard PPs allows, and you don't specify which one they belong to while they are being built.