I like them.
All the little inner workings of the game engine that we don't have 100% information about.
Playing this game is more an art than science.
My turn consists of looking at the map, trying to outflank or out manuever the AI. Organizing my forces to make the best use of Leaders and special abilities.
I'm not wasting time looking at numbers, calculating friendly to enemy strength ratios, etc...
Some previous threads had me thinking, as I have the same questions.
How many ships do I need to stop enemy cavalry from crossing the Ohio?
How many units do I need to garrison a region?
I like that we don't know the answer, that we have to figure out solutions to the problem.
Civil War commanders didn't know how many troops or ships it would take, they used what assests they had available and adjusted from there. (While modern armies have doctrine and hindsight, they still do not know if it will work untill tested)
In a way Pocus and Ageod have spoiled us by including an enormous amount of information in the tooltips. More information for the player than any other game I know of.
The big reason I really like this game, mysteries and learning something new about it everytime I play.