Ace wrote:Z74, you may be right about your proposals, but I am afraid the game, the great as it is, has some scare factor for lots of newbies outthere, who have trouble balancing these 5 nation wide resources. Imagine, you have to balance the same recourses across 10+ states. Lots of more micromanagment. And while proposition is good, it may lead to complication and slow-down of the typical turn being played out. Would we want to do that?
These games are all about understanding the mechanics and micro-managing them all to achieve the desired result.
No matter how hard the mechanics seem they are understandable if they are explained (and we've got the wiki), on the contrary the more complex the game the greater the feeling of success you get when a manouver brings that good result.

The learning curve is steep but hey this is not supposed to be an easy game. I mean... I don't think people buys it because it's easy.
If the Union is underpowered, as you said, this solution allows us to render it realistic (down to the regimental level, I think a historical search may allow us to build ALL of them at the historical dates and in the historical places) thanks to the limits in transferring those units. Also, I'd really increase the gap between the USA/CSA leaders and of course, allow a state-level recruitment to have the morale of the troops linked to the loyalty of their state of belonging and further decrease the loyalty of the northern non-so-aligned states. You'll see then how risky you wanna be when your troops falter, your leaders are poor and the enemy is good, strong willed and entrenched (This was the initial situation!). Numbers are for the Union eh... but that doesn't grant victory.

The mobility can be managed by a color filter so you know which state needs to invest (highlight capital) for a reasonable movement rate (troops and supplies...I've noticed the new tooltip gives you a rough estimate of what you need for supply then if the engine calculates 1/5th of your mobile units will move, you can use a tooltip on the mobility filter when placed on the capital to tell you how much that state needs) and every time a unit crosses the border of a state, the river/rail points get used by the new sate.
The monsters who programmed this game surely can do it and I think if more manpower was devoted to these aspects of the development, forsaking Athena, there would be great benefits. There is no way to make the AI work in games a lot less complex than this one and I think the efforts so far have achieved the best humanly possible. Focus on PBEM and release manpower for the engine.
I know Pocus is very fond of the AI, I do think it's quite a success for this complexity but I really think the game is in PBEM.