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#10
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I'd like to briefly describe the direction that seems right to me in developing the HotA interface. All the important information that needs to be kept in mind during the game, reference information available in external sources, and the numbers that need to be calculated for effective gameplay – all of this should be available directly in the game interface. The ideology is that the player's skill should be determined primarily by the ability to make the right decision based on the information provided, rather than by the ability to keep that information in mind or calculate it. Of course, it will not be possible to eliminate this factor completely, no matter how hard you try, but, as it seems to me, it needs to be minimized.
=Lizard=
Right-click on the hero icon, then Ctrl+Left-click on a cell on the map – shows the amount of movement points required to reach that cell.
This number can always be displayed in the tooltip.
Wic
- maybe some options during the opponent's turn?
At a minimum, we need to add arrows showing the movement of heroes, so it's clear who can reach where. In general, we can create a turn planning mode, i.e., give the ability to make a "virtual" turn, in which all actions are available (moving heroes, trading resources, etc.) except for actions that provide additional information (visiting objects, picking up scrolls, building a guild, attacking neutrals and the opponent, etc.). The territory is not explored, i.e., heroes move within the open area, and the unknown territory remains unexplored. It is not possible to attack neutrals, but it is possible to move to a cell adjacent to them (as an option, neutrals can be completely ignored and the ability to move to their cell can be given to simulate their defeat and collect the guarded loot). When the turn is passed, all actions taken are, of course, reset. They can also be reset manually, and a virtual turn can be made again.

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