clicking on a unit doesn't show its future path

bumping this....I don't see it on possible changes for the first patch (at least specifically)
 
ugh, I hate that. It's impossible to work this one-unit-per-hex thing without seeing what path you put in for your unit last turn.

This seems to be in part due to an interaction between pathfinding and the no stacking rule. The unit checks each turn and is another nonstackable unit is in the end square it changes its path. This is very irritating and makes the build route command un usable as it will often end up adding extra road segments.

As a result I have give plotting multi turn paths for units. Very irritating.
 
I noticed this too.

And somewhat on topic: The auto-movement goes once you hit end turn. Therefore you sometimes lose a movement point.
Say, you have a warrior and you want him to move 5 turns (on flat land). On your third turn it will move the last of the five spaces but would still have one movement left. That one is lost as you will only be able to control that unit again on the next turn. Sometimes it doens't matter much, but sometimes you could have shoot another ray of arrows, or whatever.

Weird. I noticed the way that auto-movements are taken after hitting "end turn", but Civ usually gives me control again for just those units in kind of a mini-turn after the auto-move phase is completed but before the other civs get to start their turn when one of them still has a move left.

Example for clarity: An archer is auto-moving five tiles away. Turn one it moves two tiles at the end of my turn. Turn two it moves two more tiles at the end of my turn. Turn three it moves one tile at the end of my turn, and then I get control back while my turn is extended so I can do something with the remaining movement point that it has.
 
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