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And while I like that I don't have to control multiple units separately when there is a commander, this feature isn't without its own problems. When I start marching my army to the enemy city and I encounter some enemy units on the way, I have to waste 3 turns instead of 1 to intercept them. Instead of stopping for 1 turn to do a ranged attack once, I have to deploy, shoot, then collect back to commander before I can continue marching.
If commanders instead turned into super-units with all the abilities of the units in their command, and combined strength of all of them, it would be awesome. But as it is, the commander is only useful for uninterrupted long-range transport and little else.
It also provides for cool moments like in my first game where I was attacked by 3 of the ai and tried to defend on all fronts while waiting for the final treasure fleet to come to my land. The rush of having that ship make it before I lost a city, ending the age, was amazing. Overall, consequences from a time limit existing just gives all decisions more weight which I am a huge fan of.
I am sorry, but this I also disagree with. If you think there are enemies about then just don't pack them up. The rest of the time it saves a ton of clicks when you just need to move around in safe territory or need to reinforce with new units to the front lines where the commander already is, which is the boring part where the movement has no decisions to it.
And a super-unit sounds awful to me, I don't want the dumbing down of doom-stacking. As it is, there are a lot of cool decisions of commander placement and usage of abilities. You have options for fast, blitz like attacks with commanders good at traveling+assault. Or more defensive ones creeping forward with instantly built fortifies backed by range. And commanders specialized in reinforcements or just boosting settlements if your civ are in a good defensive terrain setup.
Civ7 is different than previous games in many ways. But as someone who never had civ as more than a "side-game" (yet!) and thus are not very emotionally attached to things as they have been: it is just way more interesting as the amount and density of strategic and tactical decisions that actually matter have not only gone up, but has gone up a lot in the parts of the game that were the least engaging in the past (mid-late game).
Obviously add back MANY QOL changes that were in previous civs as well and fix bugs.