I used to use the Build Queues all the time - that is, until I read some of the threads about the stockpile energy feature/bug. I still have an attitude about this because I liked to use the queues for facilities to reduce the MM and to put stockpile energy into the queue after units so I wouldn't build extra's by mistake and now I feel bad about both things whether I do them or not.
Anyway, I've been trying out not using the queues for facilities, and it seems that if you are set up to get the popup on completion of facilities, it is possible to get two rush builds on the the transition turn when you complete one facility and start the next. This is relevant to new (below 10 mins) bases (or in cases where one did not buy all the next 10 mins on the preceding turn) as it lets you buy most of your rush buy at the regular price on the 2nd buy (having bought up to the 10 level - at 2 times cost - during your first chance). My apologies if this is old news, but I have lurked and posted for quite a while without hearing of this.
Here's how it works:[list=1][*]Facility finished - select Zoom to base in popup box;[*]Change production to a new facility;[*]Buy enough mins (at double cost) to get to 10; exit base;[*]During movement phase go to base again;[*]Buy additional mins at regular price.[/list=1]
Using this method, one can rush build facilities in just one turn per facility if desired, without incurring much of a extra penalty. The rush penalty would be just what it costs to bring the base's min production up to 10 - for example, a new sea base would cost you 32ec (8 x 4) on the first round to get up to 10 and then the 2nd round would be only the regular price of 2ec/min bought. This can make a big difference in turns or money in getting a new base set up quickly with basic items like Perimeter Def's.
This only seems to work for facilities - if you change to a unit after the popup, it won't let you make the 2 builds (although I think you can get around this by making the initial new build a facility and then changing it to a unit during the regular turn) or if you had previously built a unit. In case you were wondering, it is not necessary to have abstained from rush buying on the preceding turn to be able to do the rush buy following the popup; as long as you keep buying facilities, it seems you can buy one as frequently as each and every turn using this method. I think that this behavior is the norm, but occasionally it will either forbid the extra build or allow one for a unit; perhaps some special stellar alignment intervenes.
I would assume that this represents an unplanned feature similar to the stockpile energy feature/bug. I only know for sure that it works in SMAC v4 SP, but if it should work in MP, I suppose that it would need to be considered in the pregame agreements.
Anyway, I've been trying out not using the queues for facilities, and it seems that if you are set up to get the popup on completion of facilities, it is possible to get two rush builds on the the transition turn when you complete one facility and start the next. This is relevant to new (below 10 mins) bases (or in cases where one did not buy all the next 10 mins on the preceding turn) as it lets you buy most of your rush buy at the regular price on the 2nd buy (having bought up to the 10 level - at 2 times cost - during your first chance). My apologies if this is old news, but I have lurked and posted for quite a while without hearing of this.
Here's how it works:[list=1][*]Facility finished - select Zoom to base in popup box;[*]Change production to a new facility;[*]Buy enough mins (at double cost) to get to 10; exit base;[*]During movement phase go to base again;[*]Buy additional mins at regular price.[/list=1]
Using this method, one can rush build facilities in just one turn per facility if desired, without incurring much of a extra penalty. The rush penalty would be just what it costs to bring the base's min production up to 10 - for example, a new sea base would cost you 32ec (8 x 4) on the first round to get up to 10 and then the 2nd round would be only the regular price of 2ec/min bought. This can make a big difference in turns or money in getting a new base set up quickly with basic items like Perimeter Def's.
This only seems to work for facilities - if you change to a unit after the popup, it won't let you make the 2 builds (although I think you can get around this by making the initial new build a facility and then changing it to a unit during the regular turn) or if you had previously built a unit. In case you were wondering, it is not necessary to have abstained from rush buying on the preceding turn to be able to do the rush buy following the popup; as long as you keep buying facilities, it seems you can buy one as frequently as each and every turn using this method. I think that this behavior is the norm, but occasionally it will either forbid the extra build or allow one for a unit; perhaps some special stellar alignment intervenes.
I would assume that this represents an unplanned feature similar to the stockpile energy feature/bug. I only know for sure that it works in SMAC v4 SP, but if it should work in MP, I suppose that it would need to be considered in the pregame agreements.
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