Civilization type games often have the problem in late game that you get such a large empire that there is so much to manage that turn times get longer and longer.
So I would like a discussion about what we can do to reduce the tedious part without reducing the complexity.
One option I see is to implement more higher level controls. So instead of going to each city and ordering it to build a tank, you order 20 tanks and 40 infantry with a certain target plot and the AI then builds the necessary units in all cities that are booked into the system and moves them to the plot.
Similar logistic commands could be used for moving and assembling existing units.
Another option would be to allow you to assemble build lists and store them. Well, you can already do that but only only in the context of what a city can build so you can't put buildings it already has on the build list nor can you put buildings there that you will be able to build soon.
What do you think?
So I would like a discussion about what we can do to reduce the tedious part without reducing the complexity.
One option I see is to implement more higher level controls. So instead of going to each city and ordering it to build a tank, you order 20 tanks and 40 infantry with a certain target plot and the AI then builds the necessary units in all cities that are booked into the system and moves them to the plot.
Similar logistic commands could be used for moving and assembling existing units.
Another option would be to allow you to assemble build lists and store them. Well, you can already do that but only only in the context of what a city can build so you can't put buildings it already has on the build list nor can you put buildings there that you will be able to build soon.
What do you think?