W.Barksdale wrote:Low division limits only add to the micromanagement. Forcing players to keep more of their artillery in loose stacks just adds to the immense scale of the game. Allowing players to organise on a divisional level really cuts out alot of the tedious work involved with trying to make individual brigades into a fighting unit. The Federals always have more manpower than the Rebels anyway.
For example, say I have 24 divisions together with the equivalent of 6 divisions organised by brigade. The only difference between the above and having 30 formed divisions is that it is so much easier to manage.
Whatever the case, the real goal of this game is to simulate the ACW in a fun, interactive, logical, and historically accurate as can be format. Solving a problem, as fundamental as movement, has nothing to do with the number of divisions. Solving it by forcing players to micromanage an aggregate of independent brigades and batteries makes no sense.
If you need a command smaller than a division fine. If theres no need it is just plain easier to form the loose commands into a division. All this knowing there will be consistency in the movement of whatever mix of commands you choose.
Furthermore, as Gray Lensmen has said earlier division limits do not solve the root of the problem. These limits only remind you that you are not the President and that you really are playing a game. It's time consuming and pointless fiddling with organisational issue's. We are supposed to be Commander in Chief and not the Chief of Staff of an army.
your point, not mine.
Letting players form as much divisions as they want is just lowering the difficulty, give an advantage for human player over Ai which is less good at forming divisions, distorting the reality by giving players a total liberty over real constraints both camps faced in the armies build-up, adding a much more facility to organize efficiently both sides never fully had as their military build started almost from scratch.
All these is for me much more important to simulation of the Civil War than the fact to know if division A should enter region X the 4rd day or the 7th . A question of taste certainly

but I guess both Lincoln and Davis were more musing with organizational problems, like who to lead one division than to survey if the 8th artillery battalion of the 6th division was 5 kilometers behind the 3rd Brigade...
And AACW isn't totally centered about Commander in chief role. Less than the old Hunter's From Sumter to Appomatow game where your order to generals were...never fully executed...
And that's why AACW is a real success, because game engine , if centering players on Commander-in-chief role, is yet letting them hold a grasp about operational and even some kind of tactical decisions.
You may call this micromanagement. I will name that P. Thibault design. After all, he should have his own idea when he implemented such limitation in the engine in spite of the more restraint way to form divisions which needed too HQ construction.
I will remain convinced a good strategy game is based not on the abundance but on the rarity , as rarity is forcing players to make choices: choices between leaders, choices where putting divisions, choices about divisions size.
Currently, the vanilla version, with its huge industrial production and relative easiness to get money has just made industrial and financial money almost a no-brainer. That's certainly necessary to reduce the learning curve and attract the casual wargamer ( no irony there, as I consider wargames must remain accessible to the largest part). But going too strongly in this way can produce totally uninteresting games because the real game isn't about winning against AI ( very boring after the 3rd time, see Paradox). The real game is doing choices ( Sid Meier's Civilization genius, based on the perfect blend of an impression of endless possibilities and in the first 100 turnns a real paucity of means - few money, crucial units like settlers very long to produce and sometimes destroyed in one instant, choice to do in the technology tree).
To put it simply, I'm convinced a game where you have to do cruel choices about divisions will be more interesting than the one proponing the best formula to simulate the move of a division based on disparate elements...simply because I guess most of the players will never notice the difference between 2 movement formulas.
Regards,
Clovis.