There's a game design problem with the military system.
It's impossible to understand 100% accurately how it works. There is missing information. How will a battle carry on?
For example: The order in which enemy types of units with equal speed, will be attacked. This is impossible to foretell and nowhere in the game is it mentioned.
In order to solve this problem, a simulator was made by a few players.
Opening the simulator is an extra operation that make the game less immediate, less intuitive, detracting from the fun.
The game should have a much clearer to understand battle system... Same as it is now, only easier to understand, with information presented in a more clear way.
In order to prove my point, please consider this illustrative example. This is not a suggestion, simply an example in order to show a point.
Imagine the general arrived at a camp, only 1 turn of the battle was done, then the general went back. And you have to send it again, turn by turn.
Everytime you can see the losses both yours and the enemy's. You can see whoever was attacked, everything that happened and understand the mechanics.
So you know your knights attacked whatever type of enemy unit... and the next turn you know how to correct your mistakes or keep doing what works well.
Right now, with many turns happening all at once, all you can do is watch the final report, which is a sorts of video. You can't pause nor accellerate it.
Which is BORING
Which leads to my suggestion: replacing the final report with a printed turn by turn report :
turn 1: ____________
turn 2:___________
etc
This helps players udnerstand what happened to their units and learn to actually play the game in a more active way, instead to resort to guides.