CNukemR
Recruit

Since the game is essentially turn based:
Speed = number of squares or hexes over a period of time...
When you stop moving... the game pauses...
It might be good to actually show the "board", this way, you can guage distances/time, and know when one unit will "run" into another.
On another note.. you might consider allowing camping/fortifications.
It would be an other "party" skill, allowing for various degree/amounts of fortifications to be built in 'x' time (with 'y' workers). More time, better fortifications. They can have some permanence on the actual game (in its hex). Initially it would simply be trenches, then maybe traps and barricades... Archer towers... whole forts if given enough time.
Speed = number of squares or hexes over a period of time...
When you stop moving... the game pauses...
It might be good to actually show the "board", this way, you can guage distances/time, and know when one unit will "run" into another.
On another note.. you might consider allowing camping/fortifications.
It would be an other "party" skill, allowing for various degree/amounts of fortifications to be built in 'x' time (with 'y' workers). More time, better fortifications. They can have some permanence on the actual game (in its hex). Initially it would simply be trenches, then maybe traps and barricades... Archer towers... whole forts if given enough time.