Just played a few minutes of the new version of the beta, and want to comment on the switch that makes Explore an upgrade and purchasing units a free move: This is probably a good move, but a new mechanic is needed to give interest to the core world-level gameplay. As opposed to the old low-quality choice of where to explore, I'm now mostly deciding whether to do something (found/abandon a city or buy a unit), or to do nothing. Most of the time, that means doing nothing I've been thinking that tasking military units to do other things might be part of the solution, and I see from the blog that Keith has been thinking along similar lines. I kind of like his idea of requiring scouts to find monster nests. I've also been thinking that it might be cool if mining were solely accomplished via unit-tasking: So you can't exploit mountains at all unless you task a unit (or more) to that, with the unit unavailable from combat for as long as he's engaged in mining (travel time could make distant exploitation costlier as well). Anyone else have ideas for tasking units or otherwise making the overworld more interesting?