Since policies can have several modifiers, it's hard to calculate a target number while keeping track of your other target numbers, because the UI keeps this a mystery, until after you are locked in. No, this is their job and why they were hired, we will assume we gave them a standing order until we specifically want to prioritize. It also seems out of proportion, because glorious leader is not going to tell the building inspector where to go next, after clicking each building and then looking which building is most corrupted. There are no queues or automation: Now, workers having no automation and soldiers unable to patrol is not what we are used to in the modern age of gaming, but additionally, managing them manually simply feels unintuitive and uninspired here. Are you trying to give me carpal tunnel syndrome? Possible solution: LMB to select (visibly mark unit) hovering draws a path, RMB to send, unless RMB is deselect, in which case use LMB. Units must be selected to then drag a path toward their destination, while mouse has to be pressed the entire time. Selecting, confirming and returning is the core system of any game, and here is executed exceptionally weak. Using right-click to go back is the easy way other games do it. Interaction windows must be closed with X or escape. It's disappointing that the games' difficulty comes mostly from an unserviceable design. Sliders have to be set individually, there are no smart options. Getting anything done takes too much time and effort, information is all over the place, and there is no way to get a combined preview for all proposed changes before enacting them, let alone a combined interface for seeing trends and reacting to them. Another game that pitches the player against the UI
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