The building queue feature is done, download CasterQX.zip.
As it's a major new feature, I would be surprised if it had no bugs, so this is for testing purpose only. It's not compatible with older save files (although if every player had absolutely no destroyed buildings in the turn you saved, then it should be safe to use that save file. This should be the case for most saves created right at the beginning of your new turn.).
Two details are not yet implemented - no click sound on the buttons, and the background image hasn't been replaced to have three "slots" for the buttons. Also the background does go black when using the queue function, that's unfortunate but can't be helped.
How to use
There are 3 buttons on your production screen.
"Clear" clears your entire building queue.
"OK" will build whatever you selected as normal, IF THE QUEUE IS EMPTY. So you can still build things one at a time with the same amount of button clicks. Clicking on the already selected building is a shortcut to the "ok" button functionality, whatever its effects are.
If the queue wasn't empty and a building was selected, the OK button starts to process your queue. It will NOT build the building currently selected and it WILL override your existing production order.
If the queue wasn't empty but a unit, trade goods, or housing was selected, those will be built. Those don't use the queue - while building them, your queue remains unchanged and will not progress until you manually change back to building production.
"Queue" will add the building currently selected to the end of the building queue. If a unit was selected, nothing happens. If Housing or Trade Goods were selected, it'll start processing your queue and will NOT build housing or trade goods. To do that, you need to use the "OK button.
You cannot sell buildings required for anything that's in your queue. You have to clear the queue first, sell the building, then re-queue anything else you still want to build.
If your city loses a building to a destruction effect then the following process is executed :
1. If the building was required for another building in your queue, the building will be added to the FRONT of your queue, meaning you will not need to do anything to fix your queue - it'll rebuild the requirement and continue as normal. However, it'll immediately rebuild the requirement even if the item is further up in the queue, for example losing a Granary with a queue of Library,Magic Market, Farmer's Market, will still build the Granary first before moving to the Library, as it is required for the Farmer's Market.
2. If the building wasn't required, but the "REBUILD ALL" optional setting was enabled, the destroyed building will be put back to the front of your queue the same way. This operates on the assumption that anything you already built was more important for you than anything you are building in the future, which is true in general but not always - if you want to maximize your strategy, you probably want to turn this setting off. However, it is an easy way to ensure you never end up losing a building permanently to Meteor Storm or similar effects without noticing and rebuilding it.
3. If a building was currently being produced, then the current production switches to whichever thing is the first on your queue after the additions in the previous steps. This ensures production will always remain consistent with the queue order.
4. If a unit was currently being produced, and its requirement was destroyed, production will be set to housing (even if there were elements in the queue, or added now), and you'll be prompted to change that with a "buildings have been destroyed in this city" message.
5. If the setting "REBUILD PROMPT" is enabled, you will be directed to the city screen the same way anyway, no matter what happened. You'll still be able to see any destroyed buildings that weren't automatically requeued as rubble with the usual "destroyed marketplace" text.
I haven't tested the Grand Vizier, but it should override the completion and destruction messages, but should not override the queues, if one exists for the city. I'm not sure anyone will care to use the Vizier now that queueing is available.
Cities changing owners have their queues cleared, to ensure the AI isn't affected - this is also untested currently.
As it's a major new feature, I would be surprised if it had no bugs, so this is for testing purpose only. It's not compatible with older save files (although if every player had absolutely no destroyed buildings in the turn you saved, then it should be safe to use that save file. This should be the case for most saves created right at the beginning of your new turn.).
Two details are not yet implemented - no click sound on the buttons, and the background image hasn't been replaced to have three "slots" for the buttons. Also the background does go black when using the queue function, that's unfortunate but can't be helped.
How to use
There are 3 buttons on your production screen.
"Clear" clears your entire building queue.
"OK" will build whatever you selected as normal, IF THE QUEUE IS EMPTY. So you can still build things one at a time with the same amount of button clicks. Clicking on the already selected building is a shortcut to the "ok" button functionality, whatever its effects are.
If the queue wasn't empty and a building was selected, the OK button starts to process your queue. It will NOT build the building currently selected and it WILL override your existing production order.
If the queue wasn't empty but a unit, trade goods, or housing was selected, those will be built. Those don't use the queue - while building them, your queue remains unchanged and will not progress until you manually change back to building production.
"Queue" will add the building currently selected to the end of the building queue. If a unit was selected, nothing happens. If Housing or Trade Goods were selected, it'll start processing your queue and will NOT build housing or trade goods. To do that, you need to use the "OK button.
You cannot sell buildings required for anything that's in your queue. You have to clear the queue first, sell the building, then re-queue anything else you still want to build.
If your city loses a building to a destruction effect then the following process is executed :
1. If the building was required for another building in your queue, the building will be added to the FRONT of your queue, meaning you will not need to do anything to fix your queue - it'll rebuild the requirement and continue as normal. However, it'll immediately rebuild the requirement even if the item is further up in the queue, for example losing a Granary with a queue of Library,Magic Market, Farmer's Market, will still build the Granary first before moving to the Library, as it is required for the Farmer's Market.
2. If the building wasn't required, but the "REBUILD ALL" optional setting was enabled, the destroyed building will be put back to the front of your queue the same way. This operates on the assumption that anything you already built was more important for you than anything you are building in the future, which is true in general but not always - if you want to maximize your strategy, you probably want to turn this setting off. However, it is an easy way to ensure you never end up losing a building permanently to Meteor Storm or similar effects without noticing and rebuilding it.
3. If a building was currently being produced, then the current production switches to whichever thing is the first on your queue after the additions in the previous steps. This ensures production will always remain consistent with the queue order.
4. If a unit was currently being produced, and its requirement was destroyed, production will be set to housing (even if there were elements in the queue, or added now), and you'll be prompted to change that with a "buildings have been destroyed in this city" message.
5. If the setting "REBUILD PROMPT" is enabled, you will be directed to the city screen the same way anyway, no matter what happened. You'll still be able to see any destroyed buildings that weren't automatically requeued as rubble with the usual "destroyed marketplace" text.
I haven't tested the Grand Vizier, but it should override the completion and destruction messages, but should not override the queues, if one exists for the city. I'm not sure anyone will care to use the Vizier now that queueing is available.
Cities changing owners have their queues cleared, to ensure the AI isn't affected - this is also untested currently.