One thing that has been bothering me has been my feeling that pacing is too slow. I've come around to thinking that it is mostly in my head. I've accepted that each turn is a very small snapshot in time, and the game flows nicely as devs intended in that regard.
The problem is that each turn takes too long because I am constantly micro managing my troops. I wouldn't be hard to wait 7 turns, if most of those turns were just a few tweaks and then hitting "End turn"
This game would be much more enjoyable if you could set your troops to their destination, and trust that events will unfold rationally. Instead, I need to cycle through all the troops and keep reissuing their move commands.
Here are the reasons I can't just let them move automatically along their path:
Hopefully it's just ignorance on my part. If people know how to solve some of these, then I will update the thread.
1. Troop movement happens at the end of the turn
2. It's hard to figure out which troops have destinations.
3. Nothing keeps the units from blindly walking into monsters and other hazards.
Ramifications of 1:
a. Movement points are left over after they reach their destination.
b. You can't perform an action at the destination: (pioneer settle, select next destination, capture/equip loot)
c. Any troop not assigned movement loses their turn (including those hiding in cities)
d. Handling of combat at end of turn seems buggy. (I will start another thread on that, but is anyone else ending up in the square with the loot underneath them? And, of course no way to pick up loot, except to leave square and then re-enter?)
Possible Solutions to 1:
a. Troop move at the beginning of turn
b. Hot key or mouse button to move selected unit along path.
c. Hot key or mouse button to move ALL troops with preset destinations
b. A Number of turn estimate to reach destination
Ramifications of 2:
a. You need to double check all your troops. You need to cycle through all troops, and search all cities for embedded troops.
b. Makes auto turn really deadly
Possible solutions to 2:
a. A way to show all troop pathing
Ramification of 3:
1. You can't trust the troops to move along their paths. My favorite example of this was I spent a bunch of turns making an elite cavalry unit from my main fortress. Since the fortress was pretty far in the back, I assigned them to move up to one of my front cities. It was completely on roads, but they had to go through an area I hadn't been in awhile, and the fog of war set in. After their automatic move, the fog cleared, and they happened to end their turn right next to a wandering dragon. Gobble gobble.
2. Ok, this also happens when you just move into any FOW area.
Solution to 3:
a. Break movement if it will bring them within 1 square of a wandering monster. Keep the destination set, but put up an event with the other ones on the right hand side of screen. (ok, this makes more sense if movement happens at the beginning of a turn)
b. FOW should lift at each step, not the end of movment.
c. Be able to set multiple way points, so the troops can skirt dangerous areas/monsters
Ok, maybe this has all been covered in other threads, or maybe there are already ways to do these things. Let me know if I am missing something.