Nope it's not like that.I am talking about that you have ships that have 10 movements and some less per turn, so you move then click end turn then wait for the enemy to move and do the same aver and over, that's what I am tired of, and I hope that Stellaris will not have that.
In EU4, the closest example, the days pass one after another, you click your navy, click on your destination, and it goes there over time. If the enemy intercepts the unit, combat ensues. Note all this time, the days keep ticking forward depending on your speed setting. Speed 1 (less than one day per second real time) through speed 5 (6 or seven days per second on my machine, even faster with a new computer). You click your army, click your destination, it walks to the destination along an allowed path. All the other players are doing the same, at the same time. In Hearts of Iron, the time goes by hour after hour the same way, but you are moving divisions and long range bombers and stuff.
Paradox has four main games that work like this, Crusader Kings 2, Europa Universalis 4, Victoria 2, and Hearts of Iron (soon to be 4). In all cases, the game just keeps moving forward until you pause. Like I mentioned before, it is RTS, but Paradox's hook is you get to see the actual time pulse while you are playing.
Stellaris will be the same concept. A 0.1 day pulse is the latest info we were given, but the dev qualified that it is not entirely locked down just yet.
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