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.
| LANE | SET BY | SLOTS AT L1 / L2 / L3 |
|---|---|---|
| CONSTRUCTION & UPGRADES | Per city | 1 at a time |
| GROUND UNITS (+ DEPLOYABLE GEAR) | Per city — Army Base | 2 / 3 / 4 |
| AIRCRAFT, HELICOPTERS, NAVAL DRONES | Per city — Airfield | 2 / 3 / 4 |
| SHIPS & SUBMARINES | Per city — Naval Base | 2 / 3 / 4 |
| MISSILE BATCHES | Per city — Weapons Development | 2 / 3 / 4 |
| AMMUNITION BATCHES | Per city — Weapons Development, own line | 2 / 3 / 4 |
| RESEARCH | Per nation — highest Research Lab | 2 (no lab) / 2 / 3 / 5 |
| ANNEXATION | Per captured city | 1 |
CANCELLATION REFUNDS
| TYPE | MAX REFUND | SHAPE |
|---|---|---|
| BUILDINGS | 80% | Tapers linearly with progress — cancel instantly ≈ 80% back, at 90% progress ≈ 8% back |
| UNITS, MISSILES, AMMO | 75% | Same linear taper |
| RESEARCH | 80% | Flat 80% for the first fifth of progress, then tapers to 0% by completion |
| ANNEXATION | — | Can’t be cancelled |
