Production Priority - factories do not change priority - bug, change, or I just forgot

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Huzid

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Back after a couple of years - my memory of shifting production queues was that the active factories ALWAYS went to what is at the top of the stack.

Just starting a new game and I see - as an example: this:
1645804830408.png


Why does USS Perkins not get any production - when it is at the top of the stack?

Thx!
 

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Back after a couple of years - my memory of shifting production queues was that the active factories ALWAYS went to what is at the top of the stack.

Not really.

Factories stay assigned to whatever they are assigned to until something changes in terms of factory count or factories are reassigned manually. (losing factories, adding factories, occupation status changes, factories lost to bombing, and so on). So, you moved USS Perkins to the top of the list. It won't get any dockyards assigned to it until you either add some factories to your overall count (it gets first pick) or you remove factories from another project.

I use this feature all the time. I'll decide I need more of X, but I just want the production line to absorb new MIC. So, I put the needed thing at the top of the queue with a new demand for additional factories and it soaks up new MIC without disturbing other production.

When factories are constantly being bombed, occupied, built, lost to enemies and then regained, it often means that it looks like factories are just reassigned to the top thing in the queue. But it functions like I describe and it's done so for years.
 
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Huzid

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Well, it is too early in the game for bombing to be an issue. My memory for 2019 is that it switched (nearly) instantly. After 'days', change of month (in game) - factories at the bottom of the stack stay there. So, the 5 to 7 production queues with one factory hold them 'forever'. I really don't want to have to go and manipulate factories 'in the provinces' whenever I want to shift production priority.

I used this - a lot - in prior games.
 

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Well, it is too early in the game for bombing to be an issue. My memory for 2019 is that it switched (nearly) instantly. After 'days', change of month (in game) - factories at the bottom of the stack stay there. So, the 5 to 7 production queues with one factory hold them 'forever'. I really don't want to have to go and manipulate factories 'in the provinces' whenever I want to shift production priority.

I used this - a lot - in prior games.
Once the Clark is finished building, those dockyards would get sent back to the pool and then dished back out through the priority list. Since the Perkins is on top, it would get sent to them.
 
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Harin

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Back after a couple of years - my memory of shifting production queues was that the active factories ALWAYS went to what is at the top of the stack.

Just starting a new game and I see - as an example: this:
View attachment 811804

Why does USS Perkins not get any production - when it is at the top of the stack?

Thx!
Is it possible you are confusing how CIC construction works? When you move production ques in the Civilian production line the factories do instantly change to the ques at the top. When using military and dockyard factories, they stick to the item being produced, no matter where you move them in the que.
 
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Huzid

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@Harin : well, as i said in my title - maybe my memory is bad, but I recall reordering the naval/military queues as well. The default start has a bunch with one to go, including 'capital' ships.

If I am confusing the queues, then once one factory is assigned - it is ALWAYS assigned. I can only disable/remove factories 2+, OR, I must discard all production semi-completed - rss expended lost.

I am sure I sometime flipped production from capital to submarines or merchant ships - because I needed them more now.

@Corpse Fool : correct, but my goal of changing priority is to get them all to shift now (not be stuck with 5 other things each with one production factor). As I mentioned above: the queues with 2+ are easy to bring down to 1 - regardless of their position - and the freed ones go to higher priority queues that are requesting more production.

I expect the queues to reorganize when I shift them, rather than only when there is more than one queue to shutdown.
 
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Huzid

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So, reinstalled three times, tried cornflakes and ironclad - and I continue to see this with USA startup:
- game start:
1645889054527.png

- adjust ship building queue - no shift in production:
1645889069884.png


- I call it a bug - and am removing the game as unplayable. Sad me :(
 
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tract

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It has always worked that way. Otherwise you would not be able to add factories to your gun line (at the top) without your support equipment line (at the bottom of queue) suddenly being completely without factories.

There's nothing in the AAR that said nor proved you could take away dockyards from other production lines.

If, however, you were training your ships, then yes, maybe. The ship repair function has the side effect of taking away dockyards from the bottom of the queue.
 
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Huzid

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It has always worked that way. Otherwise you would not be able to add factories to your gun line (at the top) without your support equipment line (at the bottom of queue) suddenly being completely without factories.
I 'remember` having to adjust the size of the queues in the middle when too many were specified at the top. I `remember` using this feature (add at the top) - subtracting from the bottom - when resources were tight and having X+2 did not run +2 faster due to lack of resources while +1 still ran at full efficiency.

No proof ;) `memory` is fallible.
There's nothing in the AAR that said nor proved you could take away dockyards from other production lines.
Actually, the next bit of the AAR is February 1936. The way the game works now it would be impossible to have ships at the bottom of the queue - that, at the start of the game, had ships assigned - unless... ??

The AAR shows 13 ship queues - and somehow I was able to get 10 working in the first queue, but not in the second! (or the rest in the second). So, I'll say you are correct - no proof. It just worked - so why would I be trying to prove something that just worked.
If, however, you were training your ships, then yes, maybe. The ship repair function has the side effect of taking away dockyards from the bottom of the queue.
Maybe that is what happened - as I did start doing training early on - as part of the `tutorial` idea of what I was doing.

So, thx to your feedback - I'll load the game again, and see if navy in training affects the queue that way (taking from the bottom and giving back to the top).
 

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So, thx to your feedback - I'll load the game again, and see if navy in training affects the queue that way (taking from the bottom and giving back to the top).

I think you will find that to be the case, as ships in need of repair always grab the dockyards on the bottom of the list.

Be aware that it can take a while before ships need to be repaired, and depend on the repair priority settings for the task force being exercised.

So your dockyards could be stuck on those low priority ships for a while, if you get unlucky with the ship training damage RNG.
 

Huzid

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I think you will find that to be the case, as ships in need of repair always grab the dockyards on the bottom of the list.

Be aware that it can take a while before ships need to be repaired, and depend on the repair priority settings for the task force being exercised.

So your dockyards could be stuck on those low priority ships for a while, if you get unlucky with the ship training damage RNG.
Loading game now - I'll be patient.

( ? Is now a good moment to say I miss being able to send ships (or anything) up/down the queue with a key stroke? I haven't looked for the key stroke - that, in any case, used to be. But drag and drop is not fun when trying to do a group. Collapsing helps some, but not all).
 

tract

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...It actually is possible to reassign the final dockyard from the production queue, assuming you have a slow computer (mine's from 2013), through a bug (?) in the game.

Set your production item to 10 dockyards (i.e. 1 active dockyard, 9 greyed out dockyards.)

Then, you need to shift-click the dockyard-assign minus button (to remove five dockyards at a time) and you need to do it twice in short order.

The game will very briefly assign zero dockyards to the production item, after which it will fix itself to have one (inactive) dockyard again.

YMMV. I know it's worked for me... at least once. Really weird though. Makes me wonder how the UI is coded.
 
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...It actually is possible to reassign the final dockyard from the production queue, assuming you have a slow computer (mine's from 2013), through a bug (?) in the game.

Set your production item to 10 dockyards (i.e. 1 active dockyard, 9 greyed out dockyards.)

Then, you need to shift-click the dockyard-assign minus button (to remove five dockyards at a time) and you need to do it twice in short order.

The game will very briefly assign zero dockyards to the production item, after which it will fix itself to have one (inactive) dockyard again.

YMMV. I know it's worked for me... at least once. Really weird though. Makes me wonder how the UI is coded.
Maybe that is why it worked for me three years ago - computer was 2010 vintage, iirc. Newer now, maybe it will work again.

In any case, glad I was not crazy - memory "fog of war", not completely lost :p
 

Huzid

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Although - I do not recall having this problem - for aircraft - never want to completely destroy the line - for production efficiency gained - asin - I have a surplus, let's switch back when it becomes an issue.

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Corpse Fool

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Although - I do not recall having this problem - for aircraft - never want to completely destroy the line - for production efficiency gained - asin - I have a surplus, let's switch back when it becomes an issue.
Switching factories between lines is going to absolutely massacre your efficiency.