An interesting list, I do not disagree with some of the broad areas and whether they are a weak point of the game engine the mod was created using or whether they are a weak point of the mod itself is perhaps a distinction we do not necessarily need to draw. Rather than call these factors weak points or criticisms perhaps we could term them areas for amiable discussion. Perhaps I could look at each one in turn: AI To coin a phrase "not my bag baby", I only ever played HEW in multiplayer as a mod that recreated historical battles so I know nothing about this area at all and can leave that to others perhaps. Battle conditions, basic squads sizes, formations shapes, well chosen units By battle conditions I take you to mean weather and terrain, the conditions on the ground. I would love to see it, I think it was impossible to achieve in the ACFB engine but to have fog and rain and mud and swamps all effecting movement rate and visibility would be great. As long as its effects were simply represented and the effect easy to understand. For example you march a regiment through broken terrain its movement rate slows. The terrain on the map is represented by bushes and holes and scrub and the effect is easily understood because the regiment is marching more slowly than it was doing over that nice open field a few moments earlier. Basic squad sizes, formations. HEW captured the line, coloumn and square (paper, rock, scissor) tactics of the era very well I thought. In today's age we are told that choice, choice, choice choice, is better. Until we are faced with so much choice the procees of choosing, becomes, in itself a difficult and stressful undertaking. In reality there were a myriad of different formations that units adopted. I am a great believer in capturing the spirit of an age in simple and enjoyable game play that is easy to understand, difficult to master and above all else, fun to play. Like chess. Well chosen units I take to mean the choice of unit type a modder adds. This, is a matter of preference I think and of time, a modder cannot create very different variation unless they are willing to give over vast amounts of time to a project. Combats in well organized squads using known historical tactics and strategies I think HEW captured this well as set out above. I think well organised squads and the ability to move say four squads at the same time and keep their formation (two in front and two behind in a double line) for example would be a great addition. It could not be done in the ACFB engine but may be able to be done in C3 I hope. Damage ratios, lower mortality, lower fire arms accuracy, improved fire ranges Danger Danger! This is one of those areas that is so difficult to get right in my view. A starting point for me is to look at my overall objective. What am I trying to achieve? If I am going for 100% historical accuracy in firing distances then fine, but I have considered that the constraints of the engine will not allow me to scale a map that large. The game is not to a realistic scale ratio. I err against the strict application of any mathematical formula and prefer the approach of trying to capture the spirit of the ere rather than reproduce the letter. So many factors impact upon this. A move to realism means the game lasts for hours and is interspersed with periods of great inaction, where as too much the other way and the history players are trying to capture is lost and it becomes too arcade like. As I say, a dangerous area to get right. Economy development characteristic and adequate for chosen nation and period You can guess what I am going to say about this one. Baby, it is simply not my bag. Fatigue, morale, more realistic human behaviors, fear, panic, flee, wander I do have some thoughts about this. But the overriding objective for me is simplicity in understanding how it works but with a hidden depth to master its handling. Fatigue, in my view, only really matters if there is room to manoeuvre and march larger distances on maps to be able to cover. Morale is, in my view, essential in an historical based battle mod. A matter of preference in the base building game. Of all the modding areas, this area has the tendency to become the most complicated and the danger of ruining the balance between fun, realism and playability. Simplicity, that most elusive of characteristics is essential in game balance in this area. A system of vast complexity that recreates the effect on morale of every soldiers marching blisters may be admirable as a matter of historical recreation but no one will play it. Look at the problem of fatigue in C3. It was not too bad, but it was not right, and a small misstep here can have a huge impact on the balance and playability of the game. So what to do? In my opinion there was a great system that simply and effectively dealt with morale, fatigue and combat stress in the game Waterloo: Naopleon’s Last Battle. Graphically clunky, and not without bugs, this game is one of the best I have ever played in terms of representing a historical battle (table top / war gaming) game in a simple and enjoyable manner. Morale was effected by a huge number of factors. Some of them were: How close a commanding unit was and how effective that commander was Whether there were other regiments protecting the flank or boosting morale from behind Whether other regiments nearby had broken and fled How long the unit had been fighting for Whether the unit had broken an enemy unit Whether the unit had been broken itself Whether units that induced fear (like heavy cavalry) were hovering nearby. How cohesive the units formation was (this one had a little extra element to it explained below). Whether the unit was in cover (behind hedges or garrisoned in buildings). The visual representation of these two factors on the UI was really well done. When you clicked on a regiment in the UI in the corner morale was represented by a flag and unit cohesion by a solid rectangular block which was the regiment as if standing in line. If a unit had been marching for a long time or crossing difficult terrain the cohesion bar began to fracture into smaller parts and turn from green to orange to red. As mentioned above, low cohesion would effect how effective a unit was in combat and how quickly its morale fell. When a regiment was standing still without orders the bar would slowly come back together and turn green. Cohesion fell slowly and recovered quite quickly. It was very well balanced. Full morale was a flag billowing in the breeze. As morale fell so would the flag until low morale was represented by a drooping tattered flag. As a factor effecting morale low cohesion would cause the flag to droop more quickly. These two simple visual representations, underneath effected by a large number of factors, nonetheless told you everything you needed to know about how effective a regiment was in its current state and how low its morale was. When the flag drooped completely, the regiment broke and fled back towards the nearest commander and would then have to be reformed. Once reformed it was effective at fighting again, but would begin with low morale and low cohesion so unless it was to break again quickly it needed to be withdrawn and rested. Over time it would become a fighting force again, but for commanders of armies, time is a luxury they can normally ill afford. Something simple but effective and easily represented on the players UI would, in my mind, capture the spirit of morale and fatigue and cohesion whilst still making the game fun and playable. Difficult balance to achieve, I accept, but it is around this point that the perfect blend is likely to be found. Gaits, movement, maneuvers, retreats, withdrawals in various paces If by gait you mean the way in which a person walks then I doff my hat to you sir because that is a level of realism I can barely imagine. On a serious note, I think I cover these areas with my comments above. Horrible events as like stragglers, illness, starvations, diseases Innovations, inventions and research in academy, blacksmith, windmill, palace If I take these two matters together then I think they could be well implemented in the wider base building and economy game. I think by the time you get down to recreating historical pitched battles illness and disease is part of a wider strategic picture that a mod concentrating purely on the battle itself does not need to worry about it. An army that has been ravaged by disease will simply have less troops in the line. Justifiably victory conditions without necessity to kill all units Big fan of victory conditions, objectives to capture, time to hold on for, all add to the skill and enjoyment of the game. HEW had its basic objective marker and we who used to play in the Hawks would play with map rules where capturing a number of markers would result in an instant win regardless of troops left (trying to recreate that point where the battle no longer becomes tenable for an army because it has lost the position it was defending). All in favour of these. Hope some of that was quite interesting. If it was not and you read this far, apologies!