I'm a relative newb, having done 3 single player games now on standard and hard. Some of these suggestions may therefore be things I've missed that are already present in the game.



1. Make garrisoned units visible on the military summary screen. At the moment my method for seeing garrisoned units is tabbing between each city quickly, becasue on the main screen it just shows a number of units, but not a militia / unit splot. I think they should be visible on the military screen, given its a summary of all units. Could then add options to this screen to ungarrison selected or all units, retrofit selected or all units, etc.



2. There are other threads on it already, but I'd really like to be able to reduce or turn off completely winter for single player games. Appreciate some factions gain from winter and it may upset balance in one sense. But then I pick and choose what factions I want to play against anyway, and its a game so I should be able to customise it to my gaming preferences. At times in the late game winter felt like a forced pause which didn't really affect the overall game outcome at all, just meant everything slowed down for many turns.



3. District designer overlay. The way districts work was very confusing to me until I came to this forum and read some threads on it. Particularly until I saw the hex drawings showing how districts level up.



I think there should be a "district designer" overlay that appears when you go to build a borough expansion that assists in locating the burrough. This overlay could show something like:

yellow fill = land that a district can be built on right now (as currenlty happens)

green fill = land that a district & exploitation can occur on

grey or black fill = land that it can't occur on, e.g. ruins, villages, outside of boundary of region, mountains

purple fill = land with bonuses like anomolies, strategic resources, luxuries (could even have a unique colour for each).

red fill = on an existing district that will level up as a consequence of building the burrough on the selected cell.



I currently find the graphics a bit cluttered when adding districts, particularly when the city may have ruins or a village next to it. There's been several times I've mistaken a village or ruins for a district and misplaced a new district because of this. Some of the anomolies have fairly subtle graphics also and I don't notice them as such. So these extra colours would help visualise things.



A simple table stating the total current city FIDS and if the burrough was built on the selected cell would also be great.



Together you could easily see the potential of all cells and the outcome of building your burrough.



This overlay could also be utilised with the Ardent mages pillars also.



4. Combat .

4.1 Sometimes I will manually start a battle to see a new unit or ensure the start goes well, but have then had enough once I'm dominating (or getting creamed!). An "auto-finish battle" button would be useful for quickly ending battles to save time.



4.2 I don't think there is a keyboard shortcut to sequentially select "next unit" in the combat screen? In the same way the tab key moves you through each city sequentially on the main screen? That would suit my play style, basically tab give orders, tab give orders, etc until, ok, back to the first unit, so I haven't missed giving orders to any. launch. At the moment its click on list of units at top of screen then mouse down to click, then up again etc etc, a bit more cumbersome.



4.3 A "set all to offensive, defensive, hold position" button would be good. e.g. you start off a battle on hold position, then by round 3 have are dominating, so want to set everyone to offensive to finish quickly. Currently have to manually do this for each unit which can be tedious.





That's about it for now. Loving this game, haven't had so many 4 am nights because I need "just one more turn..." for many years!!! smiley: smile