From: Santa Rosa, CA
Both sides have factories which are used to build supplies, artillery, and ships, and used to repair damaged artillery, ships, infantry and cavalry units. Similar to World at War, we track population, resources and factory points. Population is used up when units are placed on the map, with new infantry units (that arrive as militia units) arriving automatically based on the amount of population in the population pool for each state. Every turn population is generated and goes into the population pools. It takes time to build units, so a factory has to work on an artillery unit for 3 turns before it's completed (3 total factory points and 3 resources get used up during this time). On the turn placed, population is taken from the pop pool to fill out the unit. How much population gets used up depends on the unit type, the time period (modified by the current political score, if things aren't going well it takes more population to build a unit as you're getting less recruits), and whether the Union is currently in a draft month (they pay political points to call for more troops). If you've played World at War, much of this will be familiar. If you haven't, then you'll find that the complexity is not huge, but there are enough factors to keep things realistic and provide players with many choices (do I build ironclads for heavy work, cruisers to hunt down commerce raiders and for blockade duty, supplies to build fortifications and depots, etc.). As in WaW, supplies are critical, but we've automated the actual supplying of units so you don't have to be moving supplies around the map. However now with raiding cavalry, supply lines are vulnerable. Also, resources can be used to feed troops directly, so there is some ability to live off the land and save on supplies.