I somewhat disagree about industrialization...
I think as the Union, the more the better...it's the fuel of war and the more of it you have...the more units you can build. Especially naval, marine, engineer and coastal units.
I reccommend getting your bi-weekly total up to +250 or more and then calling it quits. As the Union I invest heavily in 3 states and keep it that way for as long as I can afford it, (taking breaks when I need the extra cash.)You'll have a healthy surplus of WS for mid to late war for fort-hopping and blockading. Too many players disregard the Federal Navy...it's a real force to be reckoned with if you actually develop it past it's initial strength...AND continue to build transports for the shipping box.
I'll give ya this little tip too...the Union gets quite a few "Event Brigades" throughout the campaign, so your need to build new infantry brigades isn't going to be that high....within reason of course. Your main focus will be on the units which require greater money and WS.
Artillery, Cavalry, Brown Water ships, gatling guns, frigates, steam frigates, monitors, coastal batteries, HQ's, Supply Wagons, Signal and Hospital units, Engineers, Marines...the list goes on and on.
As the Union invader...logistics play a MAJOR role in your efforts....and if you don't have a robust stockpile of WS and cash to work with...the war will only take that much longer and the south will have a chance to win that many more battles and strip you of national morale...because it is fairly inevitable, (unless random generals is on) that the south will win more fights due to much better, upper echelon leadership.
Just my 2.75654 cents.
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