I would say that once in the road you should take more coworkers onboard in order to speed up the process.
As much as I would like to get a team of people, the truth is that others have projects of their own in the works right now which makes it hard to coordinate and find interest. The advantage of lone-wolf approach is you work to your time table and don't need to manage other people on deadlines.
I don't like the 2 units per tile system, but it is your fun designing the mod, who knows? maybe I will use to it
I am not a huge fan of it myself at this stage, but I have yet to see any disadvantages and the AI seems to use it much better when attacking.
Using a test version of the map, I noticed the AI took on average 3-4 turns to capture 2 cities on the initial border area using 1UPT.
With 2UPT, the AI took the same cities in 1-2 turns and continued to viciously assault my units.
If I have to go back to 1UPT then its a simple case of removing all German units and replacing them on the map. The issue here is that a 1UPT approach means all participating units on the 22nd June would almost line up all the way to Berlin instead of on the border!
I particularly like the info shown by the mouse roll on, it is the info you want to see that the interface normally don't show or slow down the game to show. My only remark would be to always think what you really need as fighting commander to take the proper decisions, too much info will make the screen a bit disorienting, well maybe someone would like to know everything but usually is just the key input what make a general victorious.
I agree in that too much information is a two-edge sword and can lead to a player feeling bewildered by what it all means when deciding an approach!
The information I have chosen to include in the rollover is what I deem necessary to decide if a unit fights, pullsback or just stays put. At a minimum the following should be easily obtained:
1. Unit name (for those pedantic about such details). The word 'Guards' is automatically placed in front of a units name if they have the Guards promotion.
2. Strength
3. HP level
4. XP level (not initially included in screenshots)
5. Equipment levels (for resupply decisions)
6. Leadership and Combat Experience.
Point 6 is important as these are the base promotions that add offensive/defensive strength to a unit and enable additional promotions to be locked. Thus it is in a players interest to preserve units with better leadership and experience as they will tend to get priority over lesser units for such things as resupply.