When people talk about right-click context menus for every tile and to get at creature interfaces etc., I'm wondering how you guys are picturing that working with pause/unpause and larger tiles (and so possibly fewer displayed depending on resolution). If they are zipping around, you wouldn't really be able to use the right button effectively, since you'd miss all the time, as far as I can tell (having it pick the closest wouldn't work since people want info for all tiles and sometimes there are a lot of critters running around), but the whole pause-to-do-anything paradigm is sort of weird as well. Were you still imagining being paused when you do things? Did the unpaused view work any differently? Making everything move smoothly between tiles and/or more slowly is off the table for the purposes of my inquiry here.
Maybe a way to do this is using lists and rectangle selections.
Because DF allows you to stack multiple objects/creatures on top of one tile
when the user clicks on a tile there is bound to be confusion on what they want to select.
A simple way to circumvent this is to create a list of objects/creatures/ect that was under the mouse the moment the user clicked. An item on the list can then be clicked to select or activate a context menu (or whatever) even if the unit is no longer under the mouse (has zipped by).
This way the user gets time to pause and interface with the game while the game can go on.
This can be expanded by rectangle selections (click->hold->drag->release) where you create a 'list' of the selected objects/creatures/ect to be interfaced after the user had the time to inspect the selection.
Lists allow for allot of more interesting options such as mass-orders
(ie. [select] tile -> [select] mass dump selection)
, an unified (catagory) selection
(ie. [rectangle select] -> [select] surface [of selection] -> [select] build on surface -> [select] build wall. or [retangle select] -> [select] dwarfs [in selection] -> [select] military -> [select] activate)
or things like shift/ctrl select (ie. add to current selection, ect)
But the basic idea is that after the selection is made (by a singe click or whatever other way) the user is given the time to specify their selection and interface with their selection while the game can keep going.
In my view 'pausing the game' should never be 'required' for user interfacing unless the user so desires it.