Making life easier for a commander
I've played a couple games now, time for some gameplay feedback. The lastest was a 1v1v1v1 vs. the Easy AI (I know easy is easy, but I'm still learning).
With four large regions I had three factories, placed in different forward locations, which could spit out full 1x T2+5x T1 battle groups units constantly without dipping into my reserve resources. I suppose I could have made more factories. I didn't want to because I was having enough trouble managing those three. Below are some issues. If they are already addressed in the game and I missed them, sorry I missed them. If you already plan to address them, great I look forward to it.
Issue #1: I don't want to babysit my factory queues. Please let me queue up a bunch of units of different types, then put that queue on repeat. Auto-pausing (or something more intelligent) when I run low on resources would be good.
Issue #2: I don't want to babysit newly spawned units. Is there a way to intelligently and automatically put them into battle groups and control groups? Part of the issue is that I'm having to assign these new units an action. Toward the end of my game I was spending the majority of my time grouping and giving orders to new units. Maybe this won't be so much of an issue when battle groups can request reinforcements.
Issue #3: Speaking of requesting reinforcements, I think most times I'm going to want my battle groups to have the same make-up in order to perform particular tasks. Going through the empire tree to each battle group and requesting the missing reinforcements seems like it will prove to be tedious. Have you considered battle group templates with automated requesting of reinforcements, or something like that?
Issue #4: I don't want to babysit my engineers. You mentioned an option to make extractors auto-spawned to deal with the tedium of making such structures. Now I get why. I'd rather you do something similar to survey ships in GalCiv, where you tell an engineer to automatically go to and build extractors whenever an extractor can be built. Perhaps some logic to not do that as long as there are enemy units in the region. Also, if I interrupt that engineer by asking it to build a different nearby structure such as a turret or a factory, it should automatically go back to extractor building when those structures are done, or perhaps I add such a command to the end of the engineer's queue.
Issue #5: I think we may need a full map strategic view, not for controlling units, more for just getting map awareness. On this four-player map I found myself getting lost, not knowing where my units really were in relation to distant objectives, my bases, and my other units. The mini-map helped, but it was so small. I'd be happy with a hotkey to toggle the minimap taking the full screen.
I hope it doesn't seem like I'm requesting to make the computer control my base. I just want to bypass some of the tedium so I am able to strategize, scout better, and watch some battles.
Last note, I won the game with Turinium after controlling about half the regions. I was still positioning my units to take the enemy seeds when I got the victory popup. Felt anti-climactic.