Allowing for global strategies
and avoiding annoying micromanagement
How can Elemental avoid some of the mistakes from other games on the micro-management front? I've posted some of my suggestions below, but please add your ideas.
1. Keep track of how many clicks it takes to do something. Then try to do it on a global level with 100 cities and thousands of troups. Ask how can we make information accessible, useful, and convenient? Try and combine as many tasks together and also offer links from one management console to another. For instance, if you're building a unit and you want to add another item that isn't created, offer a link from that page into the item creator screen. Or if you add an item but aren't sure your current resource levels, have it so you can click on the resource to get a quick report on production levels.
2. Look at what the AI will need to have controlled for it to make decisions and implement them. Examine offering those same sort of things to the user. For instance, if the AI needs an algorithm on making trade routes, offer the user a chance to have that decision making automated. This will also help expose AI glitches, which will make the AI better. It sounds like this will be done for battles, but other things like a town governor that would choose what to build next (MoM had this).
3. Really examine the "fun" factor for game mechanics. Just because something is more strategic and realistic doesn't equate to fun. My prime example for this is MOO3, but for me, GalCiv's mechanics for Starbases and planetary structures was really, really annoying on a massive level. It was fine for small games, but late in the game I don't want to be worrying about if I should build a starport or a research station when I'm trying to survive a global war.
If I could make a request, it would be for a specific Game Dev article on measures taken in Elemental to put more information and automation in the hands of gamers.