my last thoughts for tonight, some of it might already be in game, stated earlier and/or impossible, sorry in advance.
- If you are going to switch religion for abolition :
* Union : agent = abolitionist, building = Newspaper The Liberator
* South : slave trader, slave auction house
* Slavery shouldn't technically be able to increase in non slave states, but abolitionism on the other hand could in slave states but very slow if South in control.
* Or slavery can't increase in Union states, but the division in Union states could be between Democrats ( Anti war pro status quo) and republicans ( Pro War abolitionist ) which would impact the elections.
- Sieges should take way longer until surrender (6-8 turns). That would immobilize the attacker for a couple months (which happened often)
The next is based on pure speculation on the extent of modding available.
- The basic objectives :
* South victory : don't be defeated until end of presidential term ? or 8 year term ? or random period if republican win election ? No regions to seize
* Union victory : Restore the Union / Abolish Slavery ( by seizing all regions ) before end of term?
- Man Pool :
* South : # should be capped at a limit < Union to reflect the population inferiority. But no capping of recruitment per turn or per city. + South Armies should appear miraculously throughout the game.
* Union : total cap > South. But #/turn regulated by government popularity ? Or by province allegiance ?
- Controlling a region
* South shouldn't technically be able to take and control a Union region, except Border states. But they could win money or rewards from being in a Union province.
* Union : should take very long to pacify and prevent rebellion / garrison mandatory to keep order
-Gentleman agent : state representative, decreases city unrest ? Army Instructor ?
- Rake = Rake, sabotage, spying
- Desertion, Disease
* Armies should lose troops to those
- Officers & Generals
* Additional movement penalty in battles for armies with no general. Slower response time to orders, canons less accurate or pick non optimal targets in automatic.
* Different ranks of officers; general highest bonuses, colonel high bonus
- Trade :
* create an artificial trade embargo on the south
* Increase price of cotton
* Negative effects of war on international trade partners : foreign pressure = trade tariffs.