Well, slots provide far more choices and more rich gameplay, but I see players thinking like you do. Since it's not a wargame I can simplify it I suppose
I don't see how abstract, unplausible limitations provide more choices, what they certainly provide is another arbitrary rule to learn for a player(complication) and another balancing headache for the developer, it's my personal opinion though, I might be wrong ofc.
I tried to argue how plausible logistics based rules could create tactically/strategically meaningful choices without resorting to band-aids in form of outright abstract limitations, and so far I haven't seen arguments that would convince me as a potential player that mechanic you're proposing(made up limits) is fun.
How about this:
- there are two stacks (police and army) per province, there is an icon displayed with a number below (how many units) and tiny +/- buttons to deploy/recall units from the province
- there are of course identical units in each stack (all police is identical and all army is identical)
- you have 25 units total (police) and around 12 (army) on average (more on bigger maps)
- that's fine I guess, try to find a screenshot of another game or what have you to illustrate it more clearly, if you mean deploy as recruitment, than yes, it seems fine.
- ok
- Limits on amount of troops could be done plausibly as a natural limiting factor of supply mechanic, as it's done in myriad of games, I think it will be a lot more realistic if this limitation would emerge naturally as an effect of supply+logistics mechanic. This way imho you can kill 2 targets with one shot - familliar/intuitive on one hand and realistic and simple on the other, as well as avoiding abstract limits and at least adding to realism and freedom of choises imho. I'm for plausible mechanics that balance the game rather than abstract rules.
- units are kept in the pool, you can deply them when you want
- there are logistic points, deplying in a province costs 2 logistic points (1 in provinces with a city), you get +8 logistic points per turn and can store like 12 total? Recalling a units is free.
- to deploy a unit in a province it either needs to be 50% controled by you or have a neighbour with 80% control
Tbh I think it won't do, too complicated, too abstract. If you have pop in a game and I think you need to, you can tie recruitment to amount of pop in a given province, depending on the amount of control you have maybe? Deploying as in moving could be tied to province infrastructure, depending on things like airports, roads. This obvioulsy leads to having control of a province reflect the infrastructure objects being taken, in other words - 10% could mean peacefull protests without rebels/protesters taking hold of important infrastructure objects(occupy wallstreet), and at say 30% rebels can say occupy some goverment building or logistics/media infrastructure and at a 100% you get Kiev, Maidan. As well as each object lost leads to a certain consequence, like losing airport prevents you to deploy forces quickly this way, losing admin buildings may lead to inability to recruit or supply troops adequately and so on. This as well obviously leads to being able to deploy units not just all in a province, but to deploy them on certain objects, as lets say sending army to a city may have negative effects and you might be better off sending them to objects outside of city centre, say airports, ports and so on and reserve police for that if situation doesnt require army.