Wow, alot of activity here, that's good.
Quote from Jatutt:
The way I see it we want to be able to move troop realistic distances but not have a unit move from Richmond to New Orleans and still have all its movement left. If we put the railways from city to city but only have a road around the city that should work well. For instance if you are moving from Danville to Petersburg the railroad road adjacent to the cities would be a road square while the rest of the distance to the city would be a rail square this would cause a unit to get from one city to the next quickly but not allow you to go from vast parts of the map to another part.
In the NE where the cities are closer together you could allow the rails to exist from town to town to town then put in a road square.
Ad this to the fact that you would not allow construction of railroads in the scenario and it may give us the realistic transportation we want.
This is quite similar to what I have in mind, almost exactly in fact.
Quote from Misfit: Something else that came up frequently was the request that the CSA fleet have some objective to shoot for in running the blockade, such as a reward (trade / production points / money) for successfully running the blockade.
Open to suggestions here on how this could be implemented. I was planning on putting a few unique resources at the other civs (such as sugar at Havana).
Quote from TLC: My only concern is that it may take forever to play. I need ~24h of effective playing time to beat ACW, which is comparable to an Epic game on a huge map. This will taken even longer, I'm fairly certain.
Perhaps consider an "objective" system, wherein King units are placed in key cities? We've discussed if dor regular ACW; I cannot recall if it was before or during you abscence.
For Conquests, I was considering the Victory Point system as a variation for the scenario, similar to what Rocoteh came up with for Short Game versions using Kings.
As for length of time, I'm hoping the new-style railroads will help allievate that problem. If all works well, I might even be able to increase the movement speed of Infantry to 2 and Cavalry to 4 (only certain terrain would stay 1 movement point).
Quote from Misfit: It might also make sense to create 2 classes of mountains; one passable and another impassable. Given the higher resolution scale of the ACW2 map it might be possible to capture more realistic mountain passes in order to act as chokepoints. (I seem to recall that there were only a limited number of ways to get through West Virginia and in the mountain passes north of Atlanta). This isn't possible to be represented on the map the scale of ACW, but might be possible with ACW2.
Can terrain actually be added in C3C? If so, I'd love to have passible/impassible mountains. I already was considering flagging mountains as impassible for C3C. Wan't aware of the marsh terrain, but I can use it instead of the jungle for swampy terrain.
I want to add that with more realistic naval movements, AND more rivers being made navigable, that taking out-of-the-way cities should take less time than before. I'm planning on making the following rivers at least partially navigable:
Hudson
Erie Canal (? have to do some research here)
Delaware
Potomac
Rappahannock
James
Mississippi
Tennessee
Cumberland
Arkansas (small amount)
Red
Missouri
Ohio