Production Queue: Difference between revisions

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Planets.nu has two ways of handling the ship build limit, the [[Classic Queue]] or the [[Production Queue]]. (Production Queue, or PQ, is usually simply referred to as "Standard".)
Planets.nu has two ways of handling the 500-ship limit, the [[Classic Queue]] or the [[Production Queue]]. (Production Queue is usually simply referred to as "Standard" at Planets.nu).


Note: Classic Queue uses "Priority Build Points", while PQ simply calls them "Priority Points".
The [[Production Queue]] (PQ) is an evolution from the [[Classic_Queue|"Classic 500-ship limit"]]. Instead of a hard limit at 500 ships, there is now a "soft limit" at 500 ships. Players can spend Priority Points to build ships after the 500-ship limit. There is still a hard 999 ship limit.
 
== Overview ==
The '''Production Queue''' (PQ), also known as "Standard Queue", is an evolution from the [[Classic_Queue|"universal ship limit"]] as outlined in its annoucement. It serves to mitigate build concerns, allowing construction to continue even after the (soft) [[ship]] [[ship limit|limit]] by altering the ''priority'' builds. There is still a hard 999 ship limit


== Notable Differences ==
== Notable Differences ==
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=== Priority builds ===
=== Priority builds ===
First and foremost, because '''priority builds''' allow a game to go over the ship limit, ''all'' priority builds take place ''first''. Furthermore, priority builds are now "manual", allowing a player to spend them at ''any'' time (even if under 21 priority points, or simply PP). Consequently, this step occurs ''once'' in a PQ host order, and that ''all'' priority builds cost, by default, 1 PP more than they would under the traditional build system.
First and foremost, because '''priority builds''' allow a game to go over the 500-ship limit, all priority builds take place before normal builds. Furthermore, priority builds are now "manual", allowing a player to spend them at any time (even if under 21 priority points). Consequently, this step occurs once in a PQ host order, and that all priority builds cost 1 PP more than they would under the Classic build system.


=== Normal queue ===
=== Normal builds ===
Due to the differences involved, it is difficult to truly call this a build queue anymore, as the [[starbase]] list is shuffled at the start of ''each'' [[turn]]. Leftover ship slots after priority builds (if any) will be filled by as many normal builds as possible, giving any ''empty'' docks along the way that did ''not'' priority build 2 PP to their owners, by default. Although this step is given ''two'' chances, it otherwise occurs ''once'' per turn: one just after priority builds, and another one after [[combat]]
The [[starbase]] list is shuffled at the start of each [[turn]]. Leftover ship slots after priority builds (if any) will be filled by as many normal builds as possible. Any starbases selected to build which do not build any ships that turn gain +2 PP for their owners instead.  


If the ship list fills up (assuming it wasn't already full) on the first pass, then the queue pauses until after combat occurs and resumes afterward (again, assuming any free slots left).
If the ship list fills up on the first pass, then the queue pauses until after combat occurs and resumes afterward.  


=== PP stealing ===
=== PP stealing ===
Players that successfully destroy starbases will, by default, steal 2 PP for each starbase they destroy, assuming the owner(s) of these bases have enough to lose that many. This assumption is likely, as ''all'' planetary combat occurs after ships have been destroyed.
Players that successfully destroy starbases will steal 2 PP for each starbase they destroy, assuming the owner(s) of these bases have enough PPs to lose. This assumption is likely, as all planetary combat occurs after ships have been destroyed.


== Host order clip ==
== Host Order for Ship Builds ==
Here's a clip of the PQ host order containing notable steps, keeping in mind that the normal build steps are linked together
Here's a clip of the PQ host order containing notable steps, keeping in mind that the normal build steps are linked together
*Priority builds
*Priority builds
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*(Combat)
*(Combat)
*Normal builds
*Normal builds
== How PQ Affects Strategy and Gameplay ==
With the Classic Queue, players would "farm" priority points by building [[SDSF]]s at their idle starbases. This would serve two functions: earning a player PPs by recycling the ships (for +1 PP) and filling up the 500-ship limit faster (to block opponents' builds). Now with PQ, players profit more from leaving their starbases idle (thus gaining +2 PP each turn). This reduces the incentive for players to fill up ship slots with "junk" ships. Since building many starbases is profitable for generating PP, the ability to steal opponents' PP exists as a countermeasure. The risk of losing PPs from a destroyed starbases makes building too many starbases a risk, which puts a limit on how many a player will want to build.
PQ was introduced because people generally did not like the Classic build queue and its hard 500-ship limit. In particular, new players found it difficult to understand the ship limit system, and experienced players would usually know how to control the build queue much better. PQ is much simpler, allowing you to do priority builds at any starbase, instead of relying on planets with low ID# to build ships. By allowing PPs to be used at any time and anywhere, the game is more fun. Players won't find the is game "locked" at 500 ships, but instead allows them to continue to build ships if they want.
== Custom Settings ==
For custom games, players can alter how many PPs you get for having an idle starbase, as well as the amount stolen for destroying a starbase. The base amount of PPs required to build a ship (in addition to the cost of 1 PP / 50 kt) can also be changed.


{{NuhostOnly}}
{{NuhostOnly}}

Latest revision as of 21:11, 3 January 2018

Planets.nu has two ways of handling the 500-ship limit, the Classic Queue or the Production Queue. (Production Queue is usually simply referred to as "Standard" at Planets.nu).

The Production Queue (PQ) is an evolution from the "Classic 500-ship limit". Instead of a hard limit at 500 ships, there is now a "soft limit" at 500 ships. Players can spend Priority Points to build ships after the 500-ship limit. There is still a hard 999 ship limit.

Notable Differences

There are a number of noticeable differences between the two build systems, nearly radically altering the flow of the games that use this system.

Priority builds

First and foremost, because priority builds allow a game to go over the 500-ship limit, all priority builds take place before normal builds. Furthermore, priority builds are now "manual", allowing a player to spend them at any time (even if under 21 priority points). Consequently, this step occurs once in a PQ host order, and that all priority builds cost 1 PP more than they would under the Classic build system.

Normal builds

The starbase list is shuffled at the start of each turn. Leftover ship slots after priority builds (if any) will be filled by as many normal builds as possible. Any starbases selected to build which do not build any ships that turn gain +2 PP for their owners instead.

If the ship list fills up on the first pass, then the queue pauses until after combat occurs and resumes afterward.

PP stealing

Players that successfully destroy starbases will steal 2 PP for each starbase they destroy, assuming the owner(s) of these bases have enough PPs to lose. This assumption is likely, as all planetary combat occurs after ships have been destroyed.

Host Order for Ship Builds

Here's a clip of the PQ host order containing notable steps, keeping in mind that the normal build steps are linked together

  • Priority builds
  • Normal builds
  • Cloning
  • (Combat)
  • Normal builds

How PQ Affects Strategy and Gameplay

With the Classic Queue, players would "farm" priority points by building SDSFs at their idle starbases. This would serve two functions: earning a player PPs by recycling the ships (for +1 PP) and filling up the 500-ship limit faster (to block opponents' builds). Now with PQ, players profit more from leaving their starbases idle (thus gaining +2 PP each turn). This reduces the incentive for players to fill up ship slots with "junk" ships. Since building many starbases is profitable for generating PP, the ability to steal opponents' PP exists as a countermeasure. The risk of losing PPs from a destroyed starbases makes building too many starbases a risk, which puts a limit on how many a player will want to build.

PQ was introduced because people generally did not like the Classic build queue and its hard 500-ship limit. In particular, new players found it difficult to understand the ship limit system, and experienced players would usually know how to control the build queue much better. PQ is much simpler, allowing you to do priority builds at any starbase, instead of relying on planets with low ID# to build ships. By allowing PPs to be used at any time and anywhere, the game is more fun. Players won't find the is game "locked" at 500 ships, but instead allows them to continue to build ships if they want.

Custom Settings

For custom games, players can alter how many PPs you get for having an idle starbase, as well as the amount stolen for destroying a starbase. The base amount of PPs required to build a ship (in addition to the cost of 1 PP / 50 kt) can also be changed.


Differences between NuHost and Host 3.22

This element is available only to NuHost.


Additional Information