Hm, let me go crazy for a minute....

Perhaps the system could be fairly improved by removing all the different unit types from the stategy maps and make a real "Risk-like" approach? So you only produce troopers or "single units X" instead of the units which are translated from the RTS battles to the strategy map.

In that case your "single units X" would only measure the strength of your army and would be a real abstraction from the units used in the RTS battles. It would cleary simplify the autoresolve issues and reduce the transtion problems between RTS and strategy map. According to the strength of your "single units X" in numbers on the strategy map you would get a mixed bag of units in the according RTS battle depending on the map you plan and the tech level you have.

I always thought it a bit strange to use the same units on the strategy map and the RTS map because they depend on different rules (former can only be built in the capital and in countries with war factories, latter can be built in every country in RTS battle). Without a really "hard-working-stone-paper-scissor" system on the strategy map these different units don't even make much sense. The "one trooper to rule them all" problem is only the most simple thing you notice that there is a flaw in the basic system...If your system is based on probabilities and some random element so many different units are just somehow pointless. They make sense in RTS when you control them directly and use their abilites to counter enemy units. But without that direct control they are just "an unnecessary complex system" on the strategy map....

Just some wild thinking but I begin to like the idea. But maybe it's just me....;)




WOOS