My army on my side of the river, your army on your side of the river sounds like a great way to have no battle at all … unless one treats as a battle my troops counting up the number of your soldiers and then high-tailing it out of there as you're fording the river. If the numbers tally to anywhere close, the discussion's going to be more along the lines of "where should we fight? not here, obviously, this river's just going to muck everything up". That changes somewhere around the Napoleonic era, obviously, when battles become more continual and fluid as opposed to set pieces. Will be interesting to see how HK adapts in the later eras where fighting becomes more and more constant along the fronts as opposed to maneuvering for a position where both sides are willing to fight, followed by a one-day battle.
In fact, there are numerous instances in history of two armies eyeing each other and the battlefield and deciding to sit down and negotiate on the spot instead of fighting. The question is, then, the details of the 'Battle Mechanics' in
Humankind: is there an option, say, to deploy troops and then before the first 'sub-turn' of Combat go to some kind of Diplomatic Mode, or in extreme cases, the tiny force outnumbered 3 - 1 simply running like Hell or surrendering rather than dying to no purpose? Their previous game,
Endless Legend, had an option to Retreat before combat, but it cost you. At least, that option should be in the new game.
Well, while this is true, isn't it likely that people live in the marked areas on the map - and only at these areas on both sides of the river? I would really like seeing this approach in a game, but with non-overlapping territories I don't see any possibility to shape the real-life settlements as you described...
And if there are more political boarders, the marked areas on the map are still looking very strange to me...
View attachment 549465
I think this is evidence of another question: How well do the generated Territorial/Regional boundaries reflect historical/geographical Reality? From the samples, they don't very well, and that could be a problem. On the other hand, the examples you picked out are relatively speaking, a minority of the potential problem areas. On yet another hand, they are all related to the positoning of Rivers on the map, which could be a real problem in, say, tracing Trade Routes along those rivers, if they can be blocked by some other Faction occupying a Region/territory that includes one lousy tile of River.
IF they are trying to recreate the 'Robber Baron' castles along the Rhine that stifled trade throughout the late Middle Ages, they've got a perfect mechanism for it, but it will play merry Hell with any Trade-oriented Faction in the area!