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Allow scheduling units without deactivating the queue when out of resources, only pause production instead

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This is a change I've been meaning to request for some time. I thought about it several times and as far as I can tell, there's no reason why it couldn't be considered, nor any disadvantage to the method I'm proposing which should be a lot more pleasant to the player. At very least it could be offered as an option so players can configure it to their preference.

Currently if you don't have enough resources to produce an unit, its button turns red and you can't schedule units or batches of that type till you do. This used to be less of a problem until auto-queue was implemented. Ever since you're put in the annoying situation where the production settings of a building are automatically cleared whenever you run out of resources to make units: Every time you have to wait until you have resources again, then go through the buttons and schedule unit batches on each building once more.

My proposal: Don't deactivate a building's schedule and also allow the player to queue units when they don't have the resources for them. The building instead waits until you have enough resources, the last building that's been waiting will produce an unit of that type the moment resources become available. This exact behavior already exists when you're reached the population cap: Unit production doesn't deactivate but waits until you build more houses, you can also schedule as many units as you want till then as the button isn't disabled only production is paused... couldn't the exact same be done for lack of resources?

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This is a fair ask. There are multiple benefits to it and a lots of players feel like this should be there. Recently i promoted coral only game play in tgs and most people are started to like it, although the one of issue with that is one mentioned above.

The problem it will solve are follwoing.

  1. New players are not used to fast paced game play and they are slow in how to handle pop boom, it will help them imporve fast, hence user retention.
  2. This is an good to have feature. This will insure people will use this auto train feature more and more.
  3. It will promote coral usages
  4. It will impact user experience as whole. Like player are seeing that their batch in training progress.


There are 2 solutions to above problem.

First is mentioned by the @MirceaKitsune. I have some more inputs on top on how to pause the production

Example Scenario: Auto queue for 5 women from civic center , currently only 150 food availble.

1. Simply don't start training the que untill you have the required resources. Here training of 5 will be 0% and wil progress only after 250 food is available.

2. or, Start the que prodution and halt at the percentage of the resource availale. Here training will be continune,  as long as available resource > %training time completed * resource required. AOE like mechanism.

second solution is: (Taking same example as earlier)

Drop the que size to available resource. So, here the queue size will drop to 3 and that will continue, the least number it can drop to is 1. If resource available is not enough to train 1 unit then the queue will pause at 1. 

Why second? this is useful for continuous training of units given available resource. The player doesn't have to wait to reduce size or get resources to produce his next batch.

My pick will be go for first.

Extra suggestion: For new installation/new players, keep auto train by default. 


Edited by Darkcity
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