It's time we faced an unpleasant reality: Fallen Enchantress simply has too much micromanagement, and the UI is completely inappropriate for this type of game.
It is simply beyond imagination that in 2013, there is still a game that makes me design my own units in order to play optimally. This speaks to the poor quality of the AI as much as anything else.
It boggles my mind that I am compelled, turn after turn, to make decisions about what my cities should be producing, where troops should be going, and in which direction my empire should expand.
I find it maddening that the UI has literally (I counted them, so yes, literally) several dozen places I might click on in any given turn. Really? Several dozen?! Can the designers honestly not think of any way to combine the simple, repetitive tasks of checking budgets and resources, managing troops and cities, research, magical advancement, and diplomacy into a single, or at most a few, buttons? Recall, I'm going to have to click these buttons for literally hundreds of turns. It gets tedious.
While we're at it, the concept of things taking whole turns to build borders on micromanagement as well. Six turns for this, 12 turns for that? Really, you can think of no better way in the 21st century? Just have the AI advance the turns automatically, after calculating where I moved my units, what treasure I took, and what battles I won with my predesigned units and how I expanded along my precalculated roads. You can have that idea for free.
In short, too much effort on my part to play the game, too many decisions, too many things to look at or decide on. Clean up your act, Paxton.
(dedicated to those who think that building roads with engineers is too much micromanagement).