A thing I've been thinking about lately is the "first move advantage". It certainly IS a problem in Humankind, especially when it can create frustration for the player as the AI have much better reaction times and a well-done alphastrike can really break the defender's ability to retaliate. We can take a page from tactical miniatures boardgames and implement a system of moving only a few pieces at a time. I'll describe it below:
Current battle flow:
Round start - Attacker moves all units - Defender moves all units - Round end
Proposed battle flow (to mitigate first move advantage)
Round start - Attacker moves X units - Defender moves X units - Attacker moves X units - Defender moves X units - (repeat until all sides moved all units) - Round end
I believe that with the number of units in Humankind X=4 would make sense. This increases the time of battles overall (there's more back and forth) but mitigates the alphastrike problem. If the number of units are not equal then whoever has more units moves all their remaining units before the round ends. This brings an UI consideration to be had (the "spent" units need to be communicated to the player as each unit can only act once per turn as normal) and requires some onboarding to teach players about it but it is a cool way to deal with it anyway.
And, of course, this can be an toggable option on game generation so if the player preferes the current way to do it, they can keep things as is, so to not alienate whoever likes the current system.
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