Nice ideas already. I would support more or less all. But some should be done only if it could be done rightly. Otherwise it could be a great annoyance.
For example the "desease and die" feature. Realistic. But not in all circumstances. It should be connected with the faction, the area, the supply lines, the time frame. I don't think that a Roman army in the 1st c. BC with good supply lines should face the same rate of non-fight casualties than, lets say, a Germanic or even Greek army on a longer campaign. (That is just a crude example, I don't want to start a "best medicine" discussion.) So, please no simple percent norm of soldiers that will die each turn regardless of the circumstances.
Or supply lines. That would be the feature that I would desire the most. It would allow small scale warfare and would bring light troops really to shine. It's a shame that ETW has it not although 18th c. warfare was totally connected to magazins and supply. Ancient warfare less so imho but it would still be an important feature. But it should not affect every army type the same. A nomad horde for example should be less affected than an army of a conventional faction. Unless the horde perhaps moves in areas where fodder is not easily obtained. A supply route on a river should have other results than one on land. Roads should matter. Supply performance should be affected by a form of tech tree and by the numbers of units you are able or willing to attach to supplying. And so on.
So I would like to have such more realistic micromanage features only in the case that they were realistic and differentiated in itself. Otherwise I would prefer not to have it in the game.
A feature I would like to have: it should be possible to supply towns and fortresses under siege by force. It could be a small fight on a map or just automatically calculated. If successful the siege would last f.e. a turn longer. That would imply also a different model for sieges. It should f.e. not be possible to surround a big city with (too) few units. If the supply lines of an attacker were cut by a release army the attacker should also suffer casualties.
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