Different active tabs on Production view

Hello everyone,

clicking either production or construction button will open same Construction/Production popup. Difference is, if you click Construction then it will open with "Construction" tab as active, if you click Production it will open with "Infantry" tab active. This has always bothered me since I need extra clicks to the desired tab (f.e. "Tanks" or "Air") and waiting between quarter to half of a second for new tab to load, before selecting which unit to produce. It is no problem in early game, but in the end phase when I constantly have to click anywhere between 20 to 60 cities that produce units, it becomes really irritating.

May I propose that clicking on Production button will open with different tab in certain situations (not suggestion all should be implemented, just giving ideas, hopefully some might not be hard to actually implement and other players will like it):

1. In "Province Administration" view, you can sort cities by buildings. So, if player selected unit producing building to sort, then clicking Production can open with tab selected according to building. F.e. if I sort by Aircraft factory, most commonly I need first few cities with highest level of Aircraft factory. So if I then click on "Start production" on any city in the list, or at least in city that actually has Aircraft factory, then Construction/Production popup window should open with "Air" tab selected.

2. If Production view is open from anywhere, most commonly clicking on the map, but city has only a single unit producing building, then that tab should be selected. So, regardless of other building types, if among unit production building city only as f.e. Secret lab, then Production window opens with "Secret" tab selected.

3. If clicking on a city which has multiple unit producing buildings, then at least it should check in order of tabs which building is there. If there is no barracks but there is Ordnance foundry, then it opens with "Ordnance" tab selected, if there is no barracks and no foundry but there is Tank plant, then "Tanks" tab is active and so on. Buildings level 1 damaged that can't produce until repaired would ideally not count, but even without it might be improvement.

4. If city has multiple unit producing buildings, then active tab is determined but the highes building level. In case of same level, then I guess order of tabs is used, like in option 3.

I would like to hear some comments on this, as this always irritates me in later phases of game, so I would like to hear is it just me or there are other who feel the same.

Thx,

Marko

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