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Field Manual/Resources & Economy/The Production Queue

The Production Queue

Slots, not a line — everything in a slot runs at once.

PARALLEL LANES

Every kind of production has its own lane, and lanes never compete with each other — a city can build, train, produce missiles and research all at the same time. Inside a lane each item starts its own timer the moment it's queued; the number of slots is how many can run at once, and a request beyond that is refused.

LANESET BYSLOTS AT L1 / L2 / L3
CONSTRUCTION & UPGRADESPer city1 at a time
GROUND UNITS (+ DEPLOYABLE GEAR)Per city — Army Base2 / 3 / 4
AIRCRAFT, HELICOPTERS, NAVAL DRONESPer city — Airfield2 / 3 / 4
SHIPS & SUBMARINESPer city — Naval Base2 / 3 / 4
MISSILE BATCHESPer city — Weapons Development2 / 3 / 4
AMMUNITION BATCHESPer city — Weapons Development, own line2 / 3 / 4
RESEARCHPer nation — highest Research Lab2 (no lab) / 2 / 3 / 5
ANNEXATIONPer captured city1

CANCELLATION REFUNDS

TYPEMAX REFUNDSHAPE
BUILDINGS80%Tapers linearly with progress — cancel instantly ≈ 80% back, at 90% progress ≈ 8% back
UNITS, MISSILES, AMMO75%Same linear taper
RESEARCH80%Flat 80% for the first fifth of progress, then tapers to 0% by completion
ANNEXATION—Can’t be cancelled
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