So, short of simulating caloric density or haplotypes in the game, how would you model Africa's supply limits in a better manner?
For EUV, I would build the engine around rivers and not provinces, you would literally path along rivers and open litoral coast whenever possible. Moving orthogonal to rivers would be possible only with either high attrition (with a much stronger AI than EUIV) or high cost (with a stronger AI than EUIV). I would make the attrition/coast scale inversely with the proportion of cavalry (as was historical). I might even make certain overland routes accessible only to all cavalry armies.
For EUIV, the best option is to limit open provinces to those that meet one of three criteria:
1. Agricultural density. Places that lacked readily lootable farms and towns would be excluded. This includes all the land here adjacent to the coastal provinces.
2. Borders/contains navigable rivers. This would allow movement up and down the Missouri, but not along it. This would likely exclude both the interior Congo and the Zambezi from fulfilling the criteria.
3. Had an historical campaign through the area. This would keep in some oddball places, like the interior approach through the Sahara to Timbuktu, but again none of this would apply here.
For the open provinces in EUIV, assuming the AI can handle it, I would greatly reduce marching times for following (major) rivers and increase it for moving orthogonal to them; this would require a much better river display on the map. Stretching the AI further, well maybe I would scale movement speeds off the rivers down with more cavalry and up with more artillery (and decreasing the artillery penalty as mil tech advances if we wanted to go fully historical).
This would result in the game having deeper tradeoffs and would require closing off places in the RotW that are currently open, so I expect this will be DOA.
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