@trylks: quoting from the wiki page, "Other RTS's like Command and Conquer however will not charge the player until the unit is actually being produced." I think that covers that first concept.
Certainly. But it does not differenciate between them. That has important implications in the gameplay. How can I know the type of queue that is present in some game?
Perhaps that is not the purpose of the concepts, but then I wonder what is the purpose of them and why do we have a "Gorilla" concept. Sure, we can make some sort of game show questions like: "For 25 points, names of games with gorillas in them", but details about the gameplay may be informative for purchase decisions additionally to that. Perhaps it would be nice to have that kind of information as structured information (i.e. concepts), and not depending so much on reviews that mention (or do not mention) that kind of characteristics.
Indeed. I mention those examples because in fact we are speaking about a characteristic of a concept, or a sub-concept, (resources are used before carrying out the action or after) which is orthogonal to other characteristics of the queues, which are not an atomic concept.
About this notion of atomic concepts. In fact, inside Starcraft there are two types of queues. One is in the buildings, for the production of the units. The other one is in the workers (SCVs, drones and probes), as actions can be queued for them to perform, and this includes the construction of buildings (except drones). Paradoxically, the construction of buildings can be queued without the required resources, at least in Starcraft 1.
Therefore, the second page that you mention could be interesting, but I think that we should consider the whole aspect of queues (I didn't realize before that it was so complex) so that it is possible to have a clear model of the types of queues and their characteristics.