Chris, what do you think about integrating the movement and the strategy screen? I think one of the difficulties with the strategy game is that it's tucked away and has an interface that, while overlapping with the main map screen, is different enough that it's a little intimidating to new users. If strategy elements were slowly added to the main screen, players would have more time to play with them and feel more comfortable with them.
Also, I don't know if it's necessary to limit the ability to give orders to when you're in the city screen. By allowing it everywhere, you could for example find a survivor, then immediately send an NPC to rescue him so long as your peeps have time units. The strategy game then becomes much more immediate. Communication with your town is presumably done via magic, so that's not an issue.
Connecting this to the strategy clock idea, given the right difficulty level (ie. one that activates the clock), it would be much more obvious that moving to a town would end the turn.