I'd like to balance those with some comments on what I enjoy and think are strong, positive features.
Being an old grognard

So, here are some of the things I've liked about AACW2 so far:
- Attrition & logistics. This is a sim that forces us to consider supply. Without depots & attached wagons (transports, for combat fleets), forces wither away to ineffectiveness. I especially like the "operational pause" imposed by General Winter.
- Weather & terrain effects. Swampy regions really are different than the Great Plains or The Wilderness. They affect travel times and combat effectiveness (think "frontage"), and also provide that (un)pleasant surprise when forces suddenly appear next to an important objective.
- Chain of command & leadership. Although the Command Point system is kind of complicated, especially for newcomers, it works reasonably well.
- Unit training & upgrade. I like having to convert raw conscripts, garrisons, and state militias to trained infantry in the early years. Even though there are only a few training officers, which become a kind of bottleneck.
- Combined arms & varied unit TO&E. No more generic, completely-interchangeable "infantry" chits! Some have organic artillery and/or cavalry (think the early-war "legions"). Some have specialized elements, like sharpshooters or engineers, and useful effects. Adds purposeful variety.
Obviously, each of these can be expanded and made more user-accessible (especially, changing random updates or scripted events into user-chosen actions).
But, taken together, these features make the AGE-based titles an interesting simulation of early Industrial Era warfare. Well done!
