Unfortunately, I have to clearly contradict, as far as the WE-GO being logical is concerned.
A WE-GO system is logical in a RTS, not in a TBS.
Let me explain.
For simplicity reasons, we assume to have an orthogonal grid system. At x,y there is a swordsman from A-country, at x+1,y there is a swordsman from B-country. Both tiles are grassland without roads or other improvements, both units are not fortified and both units have full hitpoints from the same level of experience.
Now, instead of attacking each other, both have been ordered to occupy x,y+1. It is obvious, that in both cases it is just one tile away.
So, whom of both will arrive first?
There are not many chances to make a meaningful decision. You could have:
a) randomly determination
b) distance based determination
No other chance exists.
Option a) would be a disaster, as you could never know if the Gods of the RNG would be on your side. It would be just like throwing a coin.
Option b) seems to be more logical. As for the A-unit it would be and orthogonal movement, the distance would be just 1. For the B-unit, it would be a diagonal movement, so the distance would be square root of 2 (appr. 1.4142).
So, I think most people would agree that A-unit would arrive first, as for this unit the way would just be around 70% of the way for B-unit.
Ok, we keep that in mind for a moment.
Now, we assume that country A has a "stack / battlegroup" of two swordsmen, while country B has a "stack / battle group" of a knight and a swordsman.
Again, both BGs are ordered to tile x,y+1. Now the calculation becomes a little bit more complicated, no?
Would the two swordsmen from A be quicker, or would the knight have a little sprint to occupy the tile and to wait there for his fellow-swordsman?
As WE-GO - aka simultaneous moving - is meant to be more "realistic", there are strong arguments for both options. This in turn means that any decision will be confronted and opposed, as there are strong arguments against as well.
Anyway, we assume that the inherent rule might be that faster units move faster, and so the knight would arrive prior to the A-swordsmen.
As he is ordered to move just this one tile (he still is part of that "stack / battlegroup"), now his movement has come to an end.
Ended movement in Civ means: no attack.
And now, due to his speed, he will be an easy pray for the two swordsmen from A, as they will be in any case quicker than the second swordsman from B.
This means, that movement and speed now would become a disadvantage, instead of being an advantage. Even more in case of battle groups, as those would be torn apart by different unit speed.
It is most obvious, that this doesn't make any sense.
So, we have to assume, that the knight will be bound to the speed of his fellow swordsman and for that, the two swordsmen from A will arrive first on x,y+1. Obviously, the will have no chance against a knight/sword combination.
Because of that, the only logical decision for player A would be to fortify his units to maximise his chances for survival - or to attack directly against the B-forces.
But, as for those the decision would be just the same (and for them even more logical due to their additional attack value), B would attack as well.
In fact, both players could only maximise their chances if they would decide to attack.
And in this simple example, the attack and defense value are putvery closely. The need to attack becomes more and more, the more the different units are "developed", meaning the later they come into the game.
In consequence this means, that the tactical freedom of the players would be drastically limited by the invention of a WE-GO system.
But, there would be the next problem. In case both battle groups attack each other simultaneously, who would be the attacker and who would be the defender?
Would you grant the attack values for both sides? This seems to be a good solution - at first glance. In consequence, this means that any unit with higher attack than defense value would have to constantly move, as this would maximise it's chances.
Now, if you have an army of 50 different units, you would have to give a GO-command at any turn.
This is something, I would call the real micro-management.
No, as long as there is no conclusive concept for how to adjust the combat system as well, I have to definetely ask for overworking this idea.
