KayAU
Emperor
- Joined
- Sep 1, 2014
- Messages
- 1,498
I can't think of a perfect way to do it. I see these main options:Maybe simply rename the first, fake "next turn" to "process unit auto-movement", if applicable.
- Process auto-movement at the start of the turn, like in Civ 5. This is fine UI-wise, but means you will not get the chance to change move orders based on what happened during the AI turn.
- The current Civ 6 solution: process auto-movement at the end of the turn, abort ending the turn if some unit finishes without using all its moves. I can understand why they went for this option, but it is annoying sometimes, as pressing End Turn didn't actually end your turn.
- Make "Process auto movement" its own command, on a separate button near the End Turn button. Additionally, there will be some indication that there are units with available movement points. Pressing End Turn before all movement is resolved will produce a confirmation dialog (which can be turned off). This is clear and gives full control to the player, but introduces an extra click. I have seen it done in other games.
- Make the game precalculate the moves to see if ending the end turn would be interrupted. If so, change the End Turn button to a "Process auto movement" button. This is efficient, but is slightly unclear, as it makes it look like hitting the End Turn button in other situations will not process auto-movement.