Each nation can exerts a military control over the regions. This control can be acquired from 2 sources:
a) by having military units in the region, without any enemy. The more the better. Cavalry and irregular are better at this job.
b) by gaining some ground when attacking an enemy in the region. The army must be on offensive stance for this gain to happen (and only if you take less losses compared to your opponent). This seldom happen in BoA, as this is not a front warfare, but the game engine can handle the case (the 2 armies facing each other at Boston can trigger this effect if one beat the other).
Military control of a region is a rather interesting bonus for a nation:
a) if you have 51% of better, you gain 2 detection points, even without units. You can spot regular units with this value (but dont think you will see the indians or rangers)
b) If you lack sufficient control, you will suffer from adverse effects, in special cases.
These special cases are:
1. you cant retreat into a region with less than 5% military control. Blazing in enemy countryside can be lethal if you are defeated at some point of your campaign.
2. If you have 10% or less control, then if you land from a ship you are considered from landing on the beach against the enemy fire. Same thing happen if you cross a river and there is a battle: not enough control means not enough territory controled, which lead to a small bridgehead on the other side of the river: you will suffer from the crossing penalty.
=> Military control in BoA, with the options given by the various stances and the fact that a city is another compartment in the same province, try to capture the feeling that a region is not a monolithic block and that many things can happen in many way in it...
Tip of the Day #2 - Strategic Rating & activations
To simulate correctly some of the issues of the period, each leader has a strategic rating, from 1 (very poor) to 6 (very good). This strategic rating
is rolled each turn with a 6 sided dice. If the result is equal or lower to the Strat Rating, then the leader is activable. You always know when you play your turn if the leader is activable (bright envelope) or not (darkened envelope).
If the leader was activable the previous turn AND was not activated, he gets a +1 bonus.
A non activable leader can still move (this is to ease gameplay) but at 50% speed. he cant switch to an assault/offensive posture, and cant performs special orders (entranching, force march etc.). Basically he will only be able to move slowly some troops.
An activable leader has no such restrictions.
Now it has to be understood that this is the leader who is not activable, not the troops under his command. If you detach from the army an activable leader with some troops, they can perform without restrictions.
Some other considerations:
Leaderless troops suffers from the -50% speed penalty and full combat penalty, as soon as one of the unit in the army need one command point (see below).
Naval leaders or embarked land leaders are always activable. Naval fleet can have a delay in their order, depending on how good is the admiral.
Seniority:
The commanding leader of an army is not the best one available, its the highest ranked, most senior commander. See Gage (English side, 75 Campaign) in Boston for a bad leader in command

Command Penalty:
Command Penalty is here to ensure that you cant discard so easily the bad leaders... Because the game rules are set so that it is slightly better (can depends of circumstances true, if you really want to attack eg) to have an army with a bad leader, compared to an army with a good leader, undercommanded.
Each leader can command x units, that need command.
Units that need command are most of the regular regiments , artilleries and supplies. Indians, rangers, partisans, embarked land units, some naval units (privateers) dont need command point.
A one star leader provides 2 CP
A two stars leader provides 4 CP
A three stars leader provides 12 CP
if your leader cant command all the army, then the troops will suffer from a command penalty: a reduction in speed, and an increasing percentage chance in combat to loose 1 Rate of Fire and have their initiative halved (you also keep 1 ROF though). Believe me, these penalties are dire: you fire second, and rarely!
Dont hesitate to comment (even on typos) or questions.
Tip of the Day #1 - The 3 additional roles of Supplies units
Supplies units can be seen as worthless in many situations. This is because in areas where you controls cities or harbors, these structures are sufficient to resplesnish all units without using up the supply unit.
Not so in some severe conditions (advancing in hostiles regions without any control on nearby cities, in winter, mountain, etc.)
Now there is also 3 important additional roles for these slow wagons, and you will see them differently I bet

1. A supply unit with at least some ammo points remaining give a +10% offensive/defensive fire bonus to all units in battle.
2. A supply unit with at least some general supply points will prevent your troops from surrendering in case of siege.
3. A supply unit can absorb the hit points taken from bad weather by negating 1 hit point damage with an extra 5 supplies points usage (no limit on that, it can dry up your wagon!). Note that the message list the theorical hit points damages, without taking into account this special "supply shielding rule". You will see the difference in your army though
