Multiple Research/Building Queues

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Re: Multiple Research/Building Queues

Postby PhoenixKnight » Sun Mar 26, 2017 4:42 pm

Stan Rogers wrote:What holds admin back I think is the player ability to set up the Que and then go on vacation and come back to a new improved hideout or multi-tech abilities a few weeks later.
With regular log-ins it should not be a big issue


Admin can cancel queues if player becomes inactive just like trade routes get cancelled.
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Re: Multiple Research/Building Queues

Postby Captain Jack » Tue Mar 28, 2017 12:56 pm

Such a feature cannot justify its implementation time. It adds a controversial benefit in exchange for credits in this particular idea for something that is scarcely used and for something that can already happen with some higher activity.

Most of the techs/buildings need more than a day and those that need less can always be fastened with turns.

Therefore, for yet another time, rejected.
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