I love how AOE4 automatically prioritize the shortest production time building to produce units. If some building has production bonus they will be queued with units first.
secondarily it would be great if the building with the shortest rally point get the priority as well. in that case if I have forward production and also some production in my base and If I’m rallying to enemy base the forward buildings would get the production priority.
Ideally you can combine both priority cases like this :
Unit arrival time = Production time + (rally point length / movement speed )
…and queue units based on this arrival time. If it is not too much calculations for the game implement this please.
AOE4 will be one the best games with QOL features with this!
I don’t think your quote from other post is relevant here. And if you don’t want a specific production building to not produce you should manually select and cancel production.
If the rally point length is accounted to the production priority as I have mentioned it will give priority to production in your base before the forward archery range, since the other 5 has the shortest rally points.
I still think disabling production is a different feature request than what I have requested here. Disabling production requires whole another rework to gain space in the panel to add a button and assign a keyboard binding in the grid. also it requires player APM to toggle production. I’m personally not against or in need of such feature.
while production priority accounting the rally point length can be done under the hood and does not need any UI or player habit changes/ APM.
you just quoted another thread here and did not type anything on how it is related to here and expect me to go through whole another thread.
Related to your proposal, there are cases in which it requires that buildings close to my base produce units defensively and other cases that require that buildings far from my base and close to the enemy produce units offensively, therefore your proposal is unfeasible and contradictory especially in team games and a tangle of programming