set_production_queue
Plan a city's build order and automatically advance production when the slot is empty, preventing cities from idling after each completion.
Instructions
Plan a city's build order once — end_turn auto-advances it when the city's production slot is empty (defect 65: cities idling on "Building: nothing" for turns after every completion).
Args:
city_id: City ID (from get_cities output)
items: Comma-separated item names in order. item_type is inferred
from the prefix (BUILDING_/UNIT_/DISTRICT_/PROJECT_).
Districts MUST carry placement coords inline:
"DISTRICT_CAMPUS@69,47" (use get_district_advisor first).
**Wonders need coords too** — they are BUILDING_ items but
are placed on a tile like districts:
"BUILDING_FORBIDDEN_CITY@67,49" (use get_wonder_advisor).
A wonder queued without coords cannot be rejected here (the
prefix doesn't say which buildings are wonders) and fails at
consumption time instead — 2026-08-11 T269 cost Ostia a whole
idle turn that way.
Example: "BUILDING_MARKET,UNIT_TRADER,DISTRICT_CAMPUS@69,47"
Empty string shows this city's current queue.
"clear" empties this city's queue.
The queue is a fallback, not a lock: a manual set_city_production always
wins; consumption happens only when the slot is empty at end_turn time.
A rejected item pauses the queue with a visible event — this includes
the RED-alert civilian-production gate, which still applies at
consumption time. Persisted per game — survives restarts.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| items | No | ||
| city_id | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |