Listen... I have no intention of disagreeing with the Great and Powerful TMIT...
And you're right when it comes to the UI... the lack of hotkeys is a dismal fail on the devs part.... but I would *think* that's fixable either by the devs or by modders (or has it already been modded?)....
Now my experience only goes back as far as cIV vanilla, but I've played tons of pre-ciV mods as well, and I don't remember pathfinder EVER being any good. It was far less noticable with SODs.... but pathfinder has always liked to leave a unit on a good defensible tile right next to an enemy unit rather than finishing on a less defensible tile but OUTSIDE THE ENEMY'S REACH!! You would think that math is simple.... chances of death on forested hill - 30%... chance of death on plains out of enemy's reach - 0%
Which all leads me to believe that someone thinks that a realistic pathfinder may be too:
- code-intensive
- processor-intensive
- some other resource-intensive
and 1upt seems to exacerbate that reality...
the processor has to calculate which hexes will be used, which units may interfere with movement (friendly or otherwise), the terrain for both move costs and finishing hex (def. value)....
then it has to do this for dozens of other units and all at different times during the turn... and then all these calculations that are being conducted individually have to mesh up with each other in the grand scheme... and even then units just freezing in place doesn't seem THAT common to me (except for the auto-garrison problem)....
It just seems that if it's so easy to design a good pathfinder... then why has noone done it yet?
That being said.... in all I am as annoyed as anyone by the clickfest that is the overriding theme of the UI... but it's unit movement that I have no troubles with, and am frankly lost that so many people do.... maybe I just don't build as many units as everyone else