Can't issue various commands for next turn after a unit made its move

MosheLevi

Prince
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Jan 2, 2009
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Once I issue a move to my unit I cannot issue another move for its next move.
e.g. you cannot issue a move via right click for the next turn, and in many cases not even a move command (M) with left mouse click.

Also, you cannot promote a unit when the promotion is available after you moved the unit.
The "Promote" icon disappears and you will then have to wait for the next turn to promote the unit.
"Promote" should be available regardless if the unit moved or not.

Same issue with builders, you cannot issue a build command for the builder's next turn after the builder moved.
Allowing us to issue a command for the next turn can save us time managing our big army of units in late stages of the game.
 
None of these are bugs. Once you consume all of the movement points that a unit has, you cannot take other actions with respect to that unit on that turn.
 
Civ 4 and Civ 5 allowed us to issue unit moves for next turn.
The same is true for unit promotion.
That's saves time in late stages of the game.
 
I would like to point out that this is an issue because the inability to issue units next turn move is not always consisted.
Sometimes it's possible to issue next turn move via "M" + left mouse click.

Therefore I believe that being able or not able to issue a next turn move command should be consistent, so you might as well allow it just like it is working in Civ 4 and Civ 5.
 
Here is one more reason why this is an issue.
Let's say that I give a move command to one of my units for the next several turns.
The unit moves one or two tiles and later on it will complete its entire move command.

Now, in Civ 4 & 5 it was possible to change the next turn's move by issuing a new move command, but Civ 6 will not allow us to do that, so we have to wait for the next turn to change that move command.

The problem with that is that the game will NOT cycle through that unit because it is not considered to be idle (since it was given a move command for the next few turns).
So now we are supposed to remember that unit in the next turn, then find it among our many units in order to give it a different command move.
Well, that's a problem in late game.
Chances are it will be hard and time consuming finding that unit in order to change its move command.

That is why we should be able to re-issue a move command to units for the next turn after they moved this turn.
 
Yep - I've noticed this also. At the end of a units move, I decided I wanted to give it some orders for the next turn. Say I discovered a goodie hut at the end of my unit's turn, and wanted to go there for the next turn's auto move. But nope. I have to give the order the next turn rather than dealing with it the previous turn when I thought about it. Just another usability thing that got omitted either because for some reason they didn't think about it when play testing or just ran out of time to polish up little features like this.
 
If you say to a unit, move 10 tiles to that city and then after makes this turns move you want to change it, you can click on the unit and there is a choice showing a circle with a line through it to cancel the next turns move. This indicates they have considered this area. I think you can also reissue after using the cancel move option. Not 100% without checking my game.

The annoying one for me is my units used to wake up when an enemy attacked them or were close to them. Now they can be ground into dust without me being aware until a notification tells me the said unit is dust.
 
None of these are bugs. Once you consume all of the movement points that a unit has, you cannot take other actions with respect to that unit on that turn.

Disagree. Describe the functional difference between these two scenarios:

1. I order a warrior to move through 2 open flatland hexes into a forested hill directly. Obviously, the warrior won't reach it until the following turn.
2. I order the same warrior on the same tile in the same situation to move through 2 open flatland hexes. After it does so, I try to order it to move onto the forested hill.

You are saying that attempting the same orders in the same situation with the same outcome should be contingent on whether those orders were made piecemeal. I believe assuming this is WAD is unfair to the developers, as it would reflect poorly on them if it is.

The promotion situation is as you say though; since it gives healing the ability to fully move then utilize it is *not* the same outcome.
 
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