The ultimate success of a player depends upon finding and capturing towers, and Fortresses search a huge area around them, revealing towers more often. The player's Stronghold is constantly researching magical spells, and can cast one every few turns. During a players turn, every unit can be examined, and put into a defensive mode if desired. Fortresses have the additional option of being placed into Magical Research mode, where they direct their efforts toward helping the Stronghold prepare the next spell. The player has the option of casting any prepared spell before selecting the location.
Most turns involve only a single mouse click.
I love the non-computer version of Axis and Allies, and play it regularly. My goal in Resurrection was to design a game that presented the player with lots of meaty challenges, but didn't ever make it hard to execute a decision. Resurrection's controls are so transparent that newbies sometimes aren't sure what the game is about. As for influences in Resurrection's design, I'd say I've learned a lot from playing lots of Playstation and Nintendo games that have really simple interfaces and excellent presentation. The old Crystal Dynamics game, Pandemonium taught me volumes of the benefit of a simple interface.