Hello to everybody, I'm following with real interest this game development, in my case I started playing KOH after the KOH2 announce, because what i saw in the few images at the time was too cool and intriguing.
I'm not a huge gamer, played in the past but nowadays the time is very little and I'm really hoping KOH2 will be the game I will play during my nights as a dad.
I find William's considerations to be really interesting, specifically because, especially in his first comments about the gameplay, I noticed how the playing experience needs, for him, to be meaningful for the player. I really agree with his point.
This is connected to the fact that I have not much time to spend playing, and to me it's important that player's choice have a direct impact on the game. The example about war battles is good. Or even the amount of food needed to an army to move faster during march.
To me it would be more meaningful, and satisfying as a gaming experience, to lost a battle in 60 seconds in which I made one wrong decision, than to win 4/5 battles played in the same time, without putting any effort in them, trying to expand my territory as fast as possible.
Maybe most of people only desider to finish the game and conquer the more territories in the less time, but to me would be great to play with long term achievements in my mind, maybe just trying to make my country to prosper in it's territory, and expanding slowly, enjoing battles.
One thing that I really don't like after a battle concluded with enemy retreat, is the fact that I have often to chase after the enermy only to engage a new battle again.
I don't think that spend time chasing after an enemy 2x, 3x, 4x times just to finish him is a meaningful way to use my time as a player. Because these minutes I lost chasing after him is more than the time needed to chose between attack/defend/etc strategy before a conflict starts. When I have to chose a strategy I'm playing, enjoying my time; when I'm just clicking to chase after the enemy running away I'm quite sure that my brain doesn't feel this time to be really fun (imagine if this happens very often). I would prefer I can chose at the beginning an attacking strategy standard and one aimed to annihilate the enemy, even if the latter would cost me morale and more casualties, for example.
In a grand strategy game I'm aware that not every second could be superexciting (it's not pinball), but the more meaningful every choice we make is, the more rewarding the gaming experience will be.
So a system that gives me the chance move faster or slower, at a certain food/or else cost, I think it would be useful, because gives to me the ball again, the power to decide, and see the consequences of my decision. And I don't think it's very micromanagement, you just know that some movements (slower, faster) cost more than others.
Don't get me wrong, I really understand people sayng that in multiplayer skirmish (or even single player) there will be moments when you'll be engaged in 3 or 4 battles at the same time, but most of the time, especially in single player, you're not so overwelmed, and reducing the war strategy (in a game about conquest!) to the minimum, just to make easy to manage the worst case scenario (3 or 4 battles, when they occur) only risks to make the game less interesting for the rest of the time you play in normal conditions, which is presumably the most.
I'm happy to see the community is responding with many ideas and comments, I really really hope KOH2 will be a hit, but also the game that will keep me engaded at night, with a big smile on my tired face 😄