Blood and Thunder Brigade wrote:
My suggestion regarding regiments of varying size was put forth with an eye to when either side, but particularly the Confederacy, has something of a manpower shortage (sometimes it might just suit the player to recruit regiments that are smaller in number and thereby allowing greater flexibility with per turn recruitment). It was related to another idea put forth by another player some time ago that suggested that manpower should be relative to a particular state as opposed to a national manpower pool, though I believe I neglected to mention that. Whatever the case, I am given to fantastical hypotheses. Forgive me
That makes sense. I also would love if manpower could be per state.
Though one question would be whether much manpower should be generated per turn anyhow. I'd rather see it per strategic decision, f.e. 'Lincoln's Call for 75,000 Volunteers' in April 1861, he actually got 98,000 despite states like Virginia and Kentucky refusing their quota. Most of the war's manpower was recruited through large calls, decrees and later drafts.
So for the big calls there should be enough manpower to recruit units in most states on those turns or soon after. On the other hand the small amount of manpower generated otherwise would only be immediately useful for big states like New York, Pennsylvania, Ohio, Virginia, Tennessee etc.
Those strategic decisions should of course be multiple choice. A player could decide to call for less (less money and VP cost) or more (more money and VP cost). The exact numbers received would depend on loyalty, national morale and a few other factors. That way Missouri might raise it's 10 regiments instead of their 5 regiment quota, but Virginia would only get enough to raise 2 regiments in loyal West Virginia.
Some units generated entirely by event to reflect influential people donating regiments. In 1861 75 such regiments were raised for the Union and the practice was eventually banned in October of that year.
Recruitment of US regular replacements and new units (the 5 3 battalion regiments, the new cavalry regiment, the batteries of the new artillery regiment on the other hand would be recruited like any other artillery). Through strategic decision only. Regular infantry and cavalry would be it's own type, not buildable and a separate type of replacement.
Nevertheless I think most units would still have to be brigades as keeping track of single regiments, plus brigade leaders, would put an enormous train on the old and the new engine. Would certainly be nice and better reflect how usually regiments were sworn in at an important city/town in their state, then shipped of to an army and only there organised into fresh brigades, often composed of units from multiple states. Though this would also mean added micro management.
I've also thought of a solution for the 3-month regiments of the early war. These should either appear as now with newly formed armies on a historic date by event, or be placed in cities in their state to be moved forward by the player. Making them buildable would probably be to complicated. They'd have two events, one creating them and another 2 1/2 to 3 months later removing them. Those units would require a separate model which will not allow leader attachment or else there might be issues on removal. Obviously before division command is activated. They would not be rebuildable (none in the force pool). Ideally the only buildable units would be volunteer for 2-, 3- or or the war. Their disbandment and often re-enlistment in 1863-1865 could be reflected by events reducing the manpower pool (even temporarily negative) and temporary cohesion loss on all units.
Obviously at this time I have more info and ideas for the Union as that's what I had started researching with. But no point to put all my ideas and research here right now.