Let me begin by saying how much I enjoy ACW and how smart at many levels the design is (both game design (supply, command, etc.) and graphics). Thank you to the whole AGEOD team.
That said, I would offer an observation regarding game play that would not fit all players needs, but might help make future games off of this engine more broadly accesable. I have come to realize that I spend the majority of each turn doing two things:
1. moving brigades forward to assemble them into useful/usable units (i.e., divisions), similar with leaders
or
2. Attending to a profusion of small commands attending to the massive raider/cavalry war in IT, Mo, Kansas, IA, and IL. Many of these units are 1 or 2 Regiments in strength.
As a result I spend relatively modest time on the really exciting stuff of manuvering main armies to to action.
I wondered if a structure in which recruitment was done to locations or organizational units (divisions/corps) would be more useful. So when the new aritllery appeared (after an appropriate delay, it would already be in Hood's Division). Similarly one could set a recuitment center in which new units would appear and then distribute them if you preferred. Similarly, it would be nice to place recruitment orders for a full division and have it show up (needing further training) already assembled.
I would also suggest putting all commanders who are not currently being used into an off board pool that you can simply draw from to place new leaders on the map. Once on the map they would have to be moved around normally. It would help with clutter and micro-management.
Similarly, I would love to see an option to have the western raider activity abstracted to a off board box in which one could place appropriate raiders and counter insurgency troops and have the thing auto resolved each turn. I appreciate others would not like that and probably love running the individual regiments over western Missouri (heck I enjoyed it for a while), but the amount of time that this effort that will not substantively effect the outcome of the war takes, cuts into really being able to play the game for me.
I have been war gaming for 30+ years and I appreciate that these ideas would not suit everyone. They might not have suited me before the demands of children and career cut into my gaming time so much. They are just thoughts about how to make this great product/experience more accessable to customers who can't devote the amount of time to the game that it takes to have a feeling of making progress to a conclusion.
Thanks to the AGEOD team again for the great product and really amazing level of support and community interaciton.