Couldn't a very similar effect be achieved today by the use of "phases" within a turn? In the first phase, building/recruiting/taxing gets done for the turn, all armies/units get movement orders (but don't move yet) and the end turn button gets pressed. Now every army/unit moves one map square, simultaneously, and fow gets recomputed. If a new enemy unit is revealed, the movement pauses while the player or AI decides on new orders for that unit. Combat gets resolved if two armies end up on the same square in the same phase (possible strategic evasion!) As armies units ran out of move points, the phases would go faster until no one had any moves left and a new turn would begin.Originally Posted by blacksnail
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