How about approaching the automatic control idea from a more "piecemeal" direction. Allow certain individuals to have a specific autonomy. The example I have thought of is a scout. Every army employs individuals to carry out reconaissance (sp?) ahead of the main force, offering commanders on the ground some much needed intelligence. This only works if a fog-of-war system is in place, preventing you observing enemy troop dispositions from a "god" perspective. Create a scout class individual and set him an area to move into and explore. He will move forward fairly slowly, moving from cover to cover, scouting for the enemy. He will not be a combat unit, and will run if spotted or engaged by any enemy forces. The information he sends back could be real time, but perhaps more interestingly could be block based (that is the terrain and troop information comes as the result of 5 minutes scouting and arrives as a single block) as if he had sent back a carrier pigeon. Troop positions recorded could be more of a "satellite" photo, showing what was there, not necessarily what is there. Knowing what you face and where it was is still valuable information. Other specialist units could offer their own autonomous functions, ones that you dont want to spend time on, but would benefit from. As an example your scout identifies a small infantry force moving with siege weapons towards you base. As a response to the threat a couple of squadrons of cavalry are sent out to carry out a "hit and fade" attack against the siege weapons and it's crew. The cavalry do not need to know the exact position of the target, a basic direction and an overview of the enemy a few minutes ago would be sufficient. They will adjust their course as they approach the target. It may add a level or realism that previous games have only tried to do with fast moving scout units. Caesar's previous post provides a good basis for "command" type self control . Ideas are easy, it's turning them into code that takes the skill.