> 
> What do multiple queues have to offer that makes them better than a single queue with speed increases?
> 
A few points that immediately come to mind. There may be more:

- Fairer distribution of unit production (stops people from having a cache of production structures in their base to speed production, plus a single structure on the front lines to spam output).
- Makes it plausible to produce units at more than one location (having to continuosly swap primary buildings between different bases is crazy).
- Allows smarter resource and construction management (e.g. pause one queue with mammoth tanks, so construction of AA from a different queue can proceed quicker).
- Logical implementation of captured tech (e.g. if you capture an airfield you can build nod tanks, but only from that structure while you hold it).
  I never properly understood how the classic system handled captured tech, but it's unlikely to be implemented anytime soon in OpenRA.
- Has a logical fictional basis. A queue per building makes sense if things are manufactured off-map and shipped to the battlefield in crates to be assembled in the structures. Likewise with construction yards with a limited radius. I don't know how you'd explain the classic model without bending space-time.
- Completely eliminates basewalking (assuming conyard radius limit).
- Makes the construction and attack of secondary bases a tactical decision (assuming conyard radius limit). If someone takes out the conyard of a secondary base, it becomes crippled until you deploy a new one.