Not really sure if this belongs more in the BETA forum, but this isn't really a bug issue as much as an annoyance so I put it here.
Anyways, after trying the beta out for a while I found what I take to be an issue with the automated pathing in this game: I had ordered Janusk to return to a city after exploring, and on the way home he ran through some sort of evil carnival. Out popped a demon looking for a paperclip sandwich. While the loss of Janusk was rather troubling what worried me more was that this monster was now freely roaming the world while I had yet to build a decent military. While it didn't attack me again, it came dangerously close to some of my units/cities.
This sort of behavior could have nasty consequences, so I'd like to talk about ways to change it:
1. Have the computer check for dangerous spots in the route first and attempt to path around them. This might get complicated if you were to take into account hostile units moving into/near the path, but I'd think it acceptable to at least avoid stationary locations like the aforementioned carnival. Some sort of indicator when a hostile might be nice too, but could easily get annoying. If there is no way around an obstacle (or if the detour is significantly longer than the original path), then it might be ok to give the player a warning and path through it anyways (once again, this wmight be annoying in wartime if you checked for units).
or
2. Visually draw the intended path on the screen (maybe even color code it by turns). This could help the player identify problems in advance and cut down on micromanagement. It doesn't really help with orders that span screen widths and/or lazy players, but it's something I think should be in the game regardless (chances are this will be in the final game anyway seeing as how GalCiv had this system).
I'm new to the beta and haven't been reading every single dev journal so these ideas might have been discussed a million times before, but a quick search didn't bring me anything. I think a simple check for dungeons when an order is given shouldn't be too difficult, but an ideal system including checks every turn might be too processor intensive (or not, I have no idea).