Turn change is usually a surprise for me

Need a button at the end of turn to approve turn change

https://www.twitch.tv/videos/2885686543

Windows Version Number: 11

The turn change just surprises me every turn and I am usually doing something when the game just suddenly starts the turn change process and interrupts what I am working on. The game needs a button at the end of the turn to make sure the player is ready before the turn change.  I realize that the game already has that and is looks like a triangle pointing right. But after you click it, it starts all the automated movements. For me a turn generally lasts 10 to 15 minutes after I have already clicked the next turn button. So what I am really asking for is a second next turn button to appear after everything that would pop up as a bottom right button is done in case I want to do something before the turn change.    

928 views 7 replies
Reply #1 Top

Yeah, we've been asking for a button to move all units so it's separate from the end turn button. That should help a lot with what you're describing. We're all keeping our fingers crossed that we'll eventually get it.

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Reply #2 Top

If I'm reading you right, the arrow isn't really ending your turn. It starts working through whatever is still pending, and somewhere in those ten or fifteen minutes the last item clears and the turn goes with it, whether or not you were finished looking.

So I don't think the request is a confirm button so much as control over which click ends the turn. Draver's version gets you the same thing from the other side. If moving everything is its own button, the arrow only ever means end turn, and you decide when to press it.

I would argue against a second button that shows up every turn, though. Anything you have to click every single turn gets clicked without reading pretty quickly. That is an assumption, I haven't tested it in this game, but it has been true of every "are you sure" prompt I have been shown at work.

A pause only when something actually happened during the automated moves would be worth having. One every turn, I think you would stop seeing within a week or so.

Reply #3 Top

yes, exactly the first button should be start automated movements and when everything is done there should be next turn button. Some players might not need it, but pressing enter is a very simple gesture and there could be a something in settings that disables it. The aggravation of a player who just planted a starbase near enemy territory and was unable to add armaments to the starbase because the turn change started the second it was built supersedes the annoyance of pressing enter one extra time per turn.    

Reply #4 Top

The starbase example is the one that settles it for me. Dropping one on someone's border is exactly the turn you want held, and it's also the turn you are most likely to be rushing.

JEdgar's pause-only-when-something-happened would probably catch that too, but put it behind a setting and his worry about people clicking through it blind mostly goes away, because the ones who would click through it just turn it off.

Reply #5 Top

Why all ships have to have 0 moves left or be given any order for the turn to end? It wasn't there in Gal Civ II and it worked perfectly fine. 

Reply #6 Top

In GalCiv 2 you lost out on the wasted movement. Most modern games now give the player time to move their units at the end of the turn. What should happen is the UI should lock and if there are orders that can be given the UI should unlock and cancel the end turn process. Then the user would need to hit end turn again. If anything many games give an option whether or not to allow this movement. 

Reply #7 Top

Personally, I liked Gal Civ II's method more. But that is just my opinion. 

I would like to have "auto attack" mode back, through. It was very useful in cleaning up enemy fleets loitering in your space.