Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Eps' Production Queue Tweaks (UI)
   
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Type: Mod
Mod: UI
File Size
Posted
37.702 KB
9 May, 2021 @ 10:24am
1 Change Note ( view )

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Eps' Production Queue Tweaks (UI)

Description
How many times have you found yourself feeling frustrated with the game's Production Queue? The act of building a full district requires one queue-up to build the District, then a separate queue-up for the first Building, then yet another queue-up for the second Building. And you can't do them all in one go - the game demands that you babysit the process at its every step. For this reason, I have always wanted a way to automate it.

This experimental mod is my best attempt at such automation. It adds a script that reacts to when your cities finish districts and buildings, and automatically queues up the next logical building in their Production Queue. What this lets you do is queue up a district once and have the city handle the rest itself, without the need for constant input. This works both for construction, and also partially for repair. (Read the caveats below)

The mod is implemented as its own separate control, which means that it should be compatible with any other UI mods. Though I only tested it with CQUI.


Behavior details:
* The script will not queue up a building when there is a mutually exclusive choice, such as with Barracks/Stable and Government Plaza buildings.
* The script will not queue up buildings that require Power, as to prevent power management from becoming frustrating.
* The script will not queue up a building if its Maintenance cost would cause yout gold output to become 0 or lower. Last thing we need is automated death spirals.
* The script will not queue up Worship Buildings as those have the extra strategic choice of buying them with Faith vs. building them with Production.


Caveats:
* All of the construction/repair paths are hardcoded for performance. This means that the script will not react to any extra districts/buildings added by other mods. (Except my own, obviously.)
* Repairing a district will only queue up the repair of one building within it. After that building is fixed, you will have to repair the rest manually. I have tried to fully automated the repair, but sadly couldn't get it to work.
* The game treats buying a building with gold or faith the same way as if it were completed with production, which means the script also queues up the building that follows in that scenario. For the most part, this isn't a problem, as the default UI allows you to purchase queued-up buildings. But if you use other UI mods, this can occasionally be a minor nuissance.

While it is theoretically possible to fix the above by running a script on each turn that analyzes each of your cities and queues up buildings when it sees a particular pattern, that kind of implementation would tank the UI's performance. As such, I have chosen to keep the limited but lean implementation.


7 Comments
Nandybear 9 Jul, 2024 @ 10:31pm 
cobber weird to compare it to a mod that doesn't work - the reason nobody makes a similar mod is simply because it's no longer possible.Lozenge made a great mod, don't get me wrong, but it wasn't some savant work that can't be replicated.
Cobber [1st M.I.] 28 May, 2022 @ 6:06am 
There are very thin pickings for enhanced production queue mods still, but from what I've just viewed this mod seems to be the best option out of those very thin pickings. It doesn't offer anywhere near the same extent of capabilities as Lozenge's Production Queue mod did in its prime (then again, nothing else on offer including the GS version does) but at least this mod seems to reduce the micromanagement in the game compared to if you do not have it installed. Am happy to give it a go and see how much it improves the GS queue, certainly it won't make things worse, that's for sure.
ChrisMartin 27 Aug, 2021 @ 12:06pm 
Was that by Lozenge? That mod hasn't been updated in over 2 years. I do miss the queue where when you placed a district, the queue allowed you to see, and place Tier 1 buildings, as if the District was completed. And when you added Tier 1 to the queue, Tier 2 got "clickeble", if you had it researched. Etc... That mod also worked on other mods, that added/changed buildings to districts.
kaspergm 11 Jun, 2021 @ 12:26am 
There used to be an old "production queue" mod that allowed you to place districts and then buildings in the queue at once manually. It sort of went out of order - or at least, it disrupted Mokshas faith-buy-districts ability - do we know why that happened? And was there really no way to salvage that mod? Because it was a real life-saver.
The Big Red Cheese 23 May, 2021 @ 6:50am 
Also I'm not sure about this feature, but is it possible to make an option to continuously produce one product? Like set a city to continuously produce an item until ordered otherwise? There's a mod that does this for projects, but if I could do that with units that'd be amazing too.
The Big Red Cheese 23 May, 2021 @ 6:49am 
I recently entered the market for a new queue, so I downloaded this one and it's okay. There's an outdated mod by Lozenge called production queue that was the gold standard IMHO, but has become entirely defunct as of the last update. If you could integrate some of the features from that mod, or even revitalise it, I'd be in your debt.
Adriaman 14 May, 2021 @ 2:54am 
Nice idea. Too bad for repair queuing, that's the one thing that bothers me the most.