I dont know if this has been mentioned before, but this is my biggest 'itch' with the game and has been since i started playing the betas now and then. Maybe im just not used it.
Im just never sure when ive done everything, whenever i hit end turn im thinking have i moved everyone? are all my towns doing somthing? Ive always got a nagging feeling somthing is just sitting there.
I think part of it is being very used to civ, ie getting taken round all my towns that are idle, then all my units that are idle. So by the time ive done that i atleast know everything is doing somthing. I'm not saying it should be like that, im just trying to explain what i mean.
Am i missing somthing? is there a quick and easy way of telling if youve done everything?
I could not agree more. I really do not like the Stardock movement vs the Civ style. It is confusing for no reason other than to be different. This would be an option worth it's weight in gold. In fact I'm not sure why they just don't do away with the moving after the end turn and just be done with it. What has worked in Civ and other tbg has worked for YEARS.
I hate the current end-turn implementation (with how it moves units afterwards). Hate it hate it hate it hate it.
I far prefer Civilization IV's methods, but not its default. There is an option in the game to move pop-ups to the end of the turn. This means that scientific research, or "what should I build next?" come after all the movement commands you issue. Furthermore, if you set the next thing to research sometime before then, you don't get bothered. The game works as a reminder rather then a demanding PAY ATTENTION TO ME NOW! mechanic.
I also think we need visual indicators for the path that go-to units will move on.
Having units move after the turn is much like Medieval Total War, though you could move the unit during the turn as well. haven't actually played the Beta yet, but it'd be nice to show how many turns are left in a unit's move order via colored lines when highlighted. Anyone who's play a Total War game will understand this. And as for the when to end the turn, I generally suffer from the opposite: I suffer from "one-more-turn" syndrome.
I hate this too. Please add a keyboard shortcut that lets all units with orders move when pressed. That is all that's needed.
Definitely. Small addition for huge usability gain.
Best regards,Steven.
Having units with orders move at the end of turn isn't inherently bad, but the interface just doesn't support it - if you're going to have a bunch of units with orders that just haven't moved yet standing around, there really needs to be a way to pick out the units without orders, like the aforementioned "next idle unit" button or an automatic cycling of all idle units like Civ4 does. I'm not bothered by having a dozen units I gave orders to last turn sitting around with full moves left, I trust that they'll move at the end of turn.. I'm bothered by that one unit I didn't give orders to, and the difficulty of telling which one that is, amongst all the other units that do have orders they just haven't executed yet.
That being said, it would be very cool to make movement order an option - let people check something to have Civ4-style moves at the beginning of turn, and everyone's happy. Or better yet! We should have a hotkey that forces all units with orders to execute them - so you can view your units, change any orders you want to, hit hotkey to prompt any units you gave orders to last turn to carry them out, then see if any still have movement left. [Edit: great minds, MT Silver beat me to it.]
Incidentally I don't have any problems with cities, the empire tree works very well for them, a "next idle city" button wouldn't hurt but I wouldn't use it thanks to the tree. It's a handy shortcut for champions too, but it doesn't cover normal units and would likely become too cluttered if it did - for those units we really need a next idle unit button or automatic Civ4-like cycling.
Also, the game seems to consider champions in cities 'not idle' by default - this is a problem, it's very easy to miss a newly matured son/daughter. They all should be flagged as idle when first created, until you specifically tell them to fortify or give them some other order - not the ones that have been moved into a city, just newly created units that start in cities. I assume it treats newly trained regular units the same way, but since there's no way to locate idle regular units anyway, this is a moot point (at least until we get an idle unit button).
This is actually how I thought the "end turn" button worked at first. The first time you pushed it it would execute queued movement, the second time would actually end your turn. If it turned into a different color and had that funcationality it would be nice...
The interface in general needs some work, though it's getting there. I still like a lot of the old screenshots that they used to have more than the current renditions but I'm hoping it'll improve with time.
Yes, I think I PREFER an "X has been built in X" (for both units and buildings).
It can save a lot of "wasted production time" imho for the non micromanager.
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