I agree here. In MOO it is very easy to move large fleets and armies around the map with minimal micromanagement. Even production of units could be "redirected" (new units automatically travel to a rendezvous point) and they'll stack automatically. Even with a UI built almost 20 years ago, the management of complex interaction is very simple and efficient. Today it could be made even easier to use and giving more depth to the game. One can appreciate the quality of MOO only by playing (just remember that the game was built 18 years ago when PC had a fraction of the CPU and RAM you now have on your mobile phone). You forgot the case: if you have superior technology in use, a small fleet can destroy a much larger one. Yes battles were really short, however the mop-up can a bit tedious. I also feel that XP should remain in some form or another. Having XP attached to units, doesn't make a huge sense in a Civ game where centuries may pass between battles. I like the idea of a more advanced form of great general (I think you had something like it in MoM and MOO2). By winning battles and by your reputation/culture your empire attract great generals. Generals provides bonuses to units around them. Some generals only to the units in its own tile, others adjacent tiles. Some generals give bonuses only to some type of units (e.g. general Alexander, +1 combat to all horse units in adjacent tiles) others more generic bonuses that can be military or non military (e.g. general Gengis, pillage earns 200% more gold). In this way generals will be really unique and each civ can have its own unique list of unique generals: in this way you create even more differentiation between civs in the game.