Unit Movement Paths not Displayed: Please Fix
I serious user interface issue is the the lack of order information displayed when a unit is given multi-turn movement orders.
When a unit is issued orders for movement which requires multiple turns to complete, once the unit is clicked off of and back onto the orders are gone. There is no way to tell which units have been issued orders and which are just sitting there. This caused a few players in my Civ group to drop out as it is just too frustrating trying to remember who has been given orders.
I find that when giving movement orders, my units usually just move as directed and then want attention when done. However, the exception is if another unit moved into the path or anything else changed to make the set path invalid, the unit stops and wants direction again. Not sure this is a bug at all, just a reaction to changes in the game when the unit can't complete its orders.
It would perhaps be nicer if an early game assigned path is going to end up next to barb camp as you plunge blindly into the fog that it stops short but that's maybe the cost of going blindly forwards into the fog.
I usually don't have a problem distinguishing between units that are "just sitting there" (either sleeping, fortified, or awaiting orders) and units that are carrying out orders.
Though, I agree with you that it would be extremely useful to have the queued movement preview saved with each unit so you can select it again and view where it's going. I find it a little frustrating when I issue mutliple movement orders to a bunch of units and then later on I have to try and figure out and remember who's going where if I want to alter it.
This has been a requested feature since the game's release. Though its level of importance compared to other things that need to be fixed/enhanced is up to Firaxis. I'm sure it's somewhere on their to-do list.
This is another point that would be very nice if it were addressed - don't break a unit out of movement orders, forgetting what they were, just because the space it will get to in 10 turns (or whatever) is occupied! Maybe select it, showing the queued movement, with an action button for "continue movement anyway"; either that or not bother blocking the move until you're a turn or two away from the blocked space, and then highlight the space it wants to move into (but can't) so that we can tell why it's stopped.
Originally Posted by oblio