Construction Queue

There’s still room for improvement in Age of Empires’ construction queue. In AoE games, building 4 villagers in the city center, for example, will cost 50 food per villager, equivalent to 200 food. This isn’t fair, as only the first villager in the construction queue starts construction, forcing the player to make a stupid and unnecessary micro-intention. In some current games, this retrograde dynamic has changed, with only the first unit in the queue being loaded and costing money. I find this very interesting and fairer for the player. The image below is a good example of this:



I agree that there should be a 15-unit limit for each building, allowing those units to be placed in the construction queue. For example, when placing 15 villagers in the town center construction queue, I don’t want each of the 15 villagers to have an immediate cost of 50 food, totaling an immediate cost of 750 food. This is overly complex and leads to stupid and pointless micromanagement. I believe that only the first villager in the construction queue should have a price of 50 food, and so on. I don’t want to lose 750 food immediately; I want to be charged only for the 50 food of the first villager being built in the town center. In fact, when placing 15 villagers in the town center for production, only the first villager is being created; the 14 villagers in the construction queue are just waiting to be built. It doesn’t make sense for me to pay before I start creating the villager.
Someone might say, “But you could simply micromanage the town center villagers’ buildings. For example, having only two villagers in the town center building queue is what I’m talking about. That’s very intense and idiotic micromanagement. When you accumulate too many buildings, it becomes so absurd that it forces players who want to compete and have fun with their friends to focus on micromanaging the military unit building queue and villagers. The focus should be on strategy.” Others might say, “They just want to introduce an automatic building queue.” I don’t agree with completely removing any micromanagement from the game. I’m just saying that, in my opinion, it would be interesting, smarter, and even fairer for both beginner and experienced RTS players.
What is your opinion on this?

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By placing 15 villagers in the building queue, as in this example, instead of building villagers in the town center, I punish the player before they can even begin building the villager. This is so outdated that it’s one of the things current RTS games should evolve and move forward with, without destroying the player base.

I would hate that change so much.

If it worked that way what happens when I have 15 villagers queued and my food is being spent elsewhere? Villagers stop popping out.

I want the game to do exactly what I say when I say it. If I build a unit I am allocating those resources for that specifically.

It doesn’t matter if you have the resources, you don’t pay to queue the villagers, you pay to produce them, if you don’t have the resources to produce the villagers, you don’t produce the villager, the villager build queue remains stopped until the required amount appears to produce the villager.

Yes I understand.

As I said, I would hate that.

I agree with your objection; what you’re saying about resource allocation makes sense.