From: Secret Underground Lair
Want to second: ability to undo build and diplomatic orders. Also want to second bigger naval maps; the naval part of the engine is brilliant, but the maps need to be quite a bit bigger to really allow it to live up to its full potential. Any bigger at all would be a bonus, but the bigger the better.
(A) Economy pages need a bit of tweaking in Advanced Economy. The totals don't always seem to add up and the reasons are not always clear. I recently was running a negative economy due to being in a war with Spain, England, Russia and Sweden, and figured it was due to supply issues, but I could not see where the cost for my supply was being succinctly summarized. I raised taxes, put units on forage, traded food, timber, etc. for gold with the few nations that would trade, etc., and managed to get my net number down on the bottom of the page up to -50 instead of -200, but other than that number I couldn't see where the excess cost was coming from.
(B) Great Naval Leaders in naval containers.
(C) Ability to to put privateers in squadrons
(D) Different weapon purchases like in FoF
(E) Different container-specific supply settings like in FoF, which adjust how costly the depots are. There should be some kind of set cost for a depot, but if you are running all the units in or adjacent to the hex at low supply levels, it shouldn't cost as much as if you have all of them set to high supply levels.
(F) One or two more "Formations" for land units. One formation that should be available right from the start and have a high probability of success is "Using Cover" or some-such for use when the unit is in an urban or fortress hex, and maybe even in a forested hex (I'll leave that one to the period experts).
I am still not clear what the "best" formation is for a unit that is in an urban or fortress hex (or for that matter a forest hex). Column to me means column, not column and every other formation besides line and square. For that matter, I doubt the "formation" that a unit would take when it moves into a town or a fort would be akin to a "column" anyway.
Why not kill two birds with one stone here: create a new formation that is specific to defensive terrain where cover is plentiful and which is beneficial in such terrain (but very unbeneficial if there is not cover in the terrain). It seems to me that the instinct to get inside a building or behind a corner or a parapet is the most basic of instincts that will come naturally to the most green or cowardly of militias, so the idea that an incompetent unit can only manage to stay rigidly in column formation foregoing the defensive benefit of ducking inside some buildings has always stuck out to me as a slight niggling annoyance with this engine. One thing that could make it even better: make it hard for a unit that has less morale or experience or whatever you call it to switch BACK to column or line once it is IN a defensive tile and in the "Take Cover" formation. It might be easy to get even the most cowardly green militia to get behind cover but then getting them back OUT of cover! That could be another story.
(G) Ability to change game settings after a game has started. For example, I wasn't sure what "Path of Napoleon" meant and started up a game with that as the victory. Then I realized it was going to end my game after only a couple years! Would've been nice if I could reset it to 1000 glory, then when I realized that that was too short reset it to 5000.
< Message edited by Anthropoid -- 3/23/2009 2:40:52 AM >