Thanks for the kind words Sillywhim!
We indeed have several plans to expand on the BOA engine (part of a more generic engine called AGE - Adaptive Game Engine). At the end of this year you should see our second product, and at least another one is planned for 2007.
We strive to develop rules which are not too difficult to understand, but with a good realism (and fun too). As in fundamental physics, many behaviors which can be seen as stemming from different causes are in fact particular cases of a fundamental rule. In essence, an indian raid passing thru your lines and crippling your depots can be modelized with the same rule that would handle u-boot moving stealthly to sunk cargo ships in a WW2 game. You just have to identify correctly the causes and parameters, and propose a mechanism which work well for both cases, with just some little tweak
