Below I will outline a way to make all unit actions happen at the same time.
Edited: to include attacking action phase from fort to adjacent tile
This will not a short post, and in fact, it will two posts,
as the battle needs elaboration and example for illustration.
But I tried to make things clear...
In short:
There is a planning phase which is for all units of all civs,
and there is an action phase the same way,
actions played out at once, simultaneously.
The action phase means moves and then fort unit attack/bombarding/other and finally battle action.
Now, let's start with it, now only for military units:
*
Military unit actions in a turn
PLANNING PHASE OF MOVEMENT*:
*Movement actually means that by moving the tile of destination is to be occupied.
You may set each unit a destination tile (DT) with the cursor.
Plans are strictly for a move of one turn,
and no plans longer than that are allowed to be set by the cursor.
There is a route automatically planned and shown from the starting tile (ST) to the DT,
But the player can set all tiles of the route manually, too.
- If there is an enemy unit on visible tile of the planned route, it blocks the way,
and thus – if possible – automatically an alternative route is suggested.
If no route is possible (unit cannot get to DT in one turn), the player must chose another DT.
- Enemy units in fog of war tiles (and therefore not visible)
are not disturbing the planning of a route.
- If the route would go through yet undiscovered tiles (black)
then the route for those tiles is not planned with consideration of the real land,
all such tiles are considered to be the same kind of tile as the last discovered tile of the route.
and the route is just straight line to the DT (and therefore is a presumption only).
- A unit can stay on its ST, in this case it is fortified (if possible).
- Recon unit:
There would be a recon unit that has two (maybe more?) move points
(modern unit may have more);
Would be invisible except to other recon units and animals;
Could not fight;
Could not capture city.
ACTION PHASE:
All units of all civs carry out the move to the DT.
Moving to the DT means indication of occupying the tile.
Units in war conflict can only “get into conflict” on their DT.
Move on visible tiles and fog of war tiles are carried out exactly
as it was planned and fixed by the route.
When the unit is about to move onto tile yet undiscovered at the time of planning (black),
the unit itself automatically tries to make a best way to get to the DT
(either it gets there or not – depending on terrain)
If no enemy unit stays or gets to the tile of the DT
or the tile the unit gets to by the end of its move,,
then the unit moves onto the tile and occupies it.
If by the end of move units of civs in war conflict get onto the same tile,
then a battle is about to start (see separate description)
Actions to be added after movement:
- Bombarding:
Artillery unit-type unit can set a tile for bombardment,
thus giving support for friendly forces that will fight on that tile in the turn.
- Attacking an adjacent tile from a fort or a city:
Orders can be given to any unit that is in a fort and has movement point left
to attack enemy unit(s) on a set adjacent tile.
By this the unit enters into the list of units fighting on the set tile and
takes part the same as if it was on the tile of war conflict.
But - and it is important - the unit will not move from its fort after the battle
Edited: to include attacking action phase from fort to adjacent tile
This will not a short post, and in fact, it will two posts,
as the battle needs elaboration and example for illustration.
But I tried to make things clear...
In short:
There is a planning phase which is for all units of all civs,
and there is an action phase the same way,
actions played out at once, simultaneously.
The action phase means moves and then fort unit attack/bombarding/other and finally battle action.
Now, let's start with it, now only for military units:
*
Military unit actions in a turn
PLANNING PHASE OF MOVEMENT*:
*Movement actually means that by moving the tile of destination is to be occupied.
You may set each unit a destination tile (DT) with the cursor.
Plans are strictly for a move of one turn,
and no plans longer than that are allowed to be set by the cursor.
There is a route automatically planned and shown from the starting tile (ST) to the DT,
But the player can set all tiles of the route manually, too.
- If there is an enemy unit on visible tile of the planned route, it blocks the way,
and thus – if possible – automatically an alternative route is suggested.
If no route is possible (unit cannot get to DT in one turn), the player must chose another DT.
- Enemy units in fog of war tiles (and therefore not visible)
are not disturbing the planning of a route.
- If the route would go through yet undiscovered tiles (black)
then the route for those tiles is not planned with consideration of the real land,
all such tiles are considered to be the same kind of tile as the last discovered tile of the route.
and the route is just straight line to the DT (and therefore is a presumption only).
- A unit can stay on its ST, in this case it is fortified (if possible).
- Recon unit:
There would be a recon unit that has two (maybe more?) move points
(modern unit may have more);
Would be invisible except to other recon units and animals;
Could not fight;
Could not capture city.
ACTION PHASE:
All units of all civs carry out the move to the DT.
Moving to the DT means indication of occupying the tile.
Units in war conflict can only “get into conflict” on their DT.
Move on visible tiles and fog of war tiles are carried out exactly
as it was planned and fixed by the route.
When the unit is about to move onto tile yet undiscovered at the time of planning (black),
the unit itself automatically tries to make a best way to get to the DT
(either it gets there or not – depending on terrain)
If no enemy unit stays or gets to the tile of the DT
or the tile the unit gets to by the end of its move,,
then the unit moves onto the tile and occupies it.
If by the end of move units of civs in war conflict get onto the same tile,
then a battle is about to start (see separate description)
Actions to be added after movement:
- Bombarding:
Artillery unit-type unit can set a tile for bombardment,
thus giving support for friendly forces that will fight on that tile in the turn.
- Attacking an adjacent tile from a fort or a city:
Orders can be given to any unit that is in a fort and has movement point left
to attack enemy unit(s) on a set adjacent tile.
By this the unit enters into the list of units fighting on the set tile and
takes part the same as if it was on the tile of war conflict.
But - and it is important - the unit will not move from its fort after the battle