Well my statement meant that I did not know about the resupply previously except for what was mentioned in the thread and the idea was meant as a compromise, since running out of supply was a real thing (and still is), but if it makes the AI bad, I wonder if a compromise solution as provided by me is acceptable. I am more a WW2 kind of guy usually or Napoleonic warfare era (though not as in depth as the first one mentioned). That knowledge of the Napoleonic era was mirrored into the Civil war environment. Sorry if there are important differences. I do not want to manage the individual count of ammunition, therefor the abstraction into the suggested supply levels, which puts each regiment into different situations and those can be communicated to the player as an additional icon on the unit marker on the battlefield. And to be frank all the historical knowledge you provided scares me (and makes the post sort of hard to read, sorry). I am not a person that is too keen on recreating historical battles or that studies the actual battles themselves (as in specific situations), I want to fight my own battles in an authentic environment. Therefor I like to create an authentic environment that, by its rules and guidelines, creates battles that could have actually happened back then, while not drowning the player in information or detrimental game mechanics. I enjoy authentic equipment, material and units, but the battles themselves, unlike they had a strategic challenge, I am okay with being whatever. There is an argument made for both and I thought not gimping the AI by providing my solution to the ammo management would be beneficial to the game, while allowing the player to experience the downside of ammunition shortages. If it is against the realism of the game and not good enough, I am sure it will be decided against. I do not want to say your stuff is bad, just that I enjoy something different than you apparently and that is both fine. The game to me looked like an abstraction rather than a simulation, but I haven't played it yet, so I do not know. From what I have gathered, to me it is a game about grand level management, formations and fighting a really good AI on a battlefield where maneuvering and positioning matters. And my statement about the ammo counter of an average of each person carrying, I assume you misunderstood. My idea was that of you selecting a unit of several men and at the unit information area, you would get a number, telling you how many bullets where left on average for the people in that regiment. You wouldn't manage individual bullets for individual people, but you would get a good sense of what a person still has left during the battle. If I wanted to play accurate number games, I can go into the Command Ops series, which does that for every unit and ammo type individually. That is some crazy stuff.