(just for the sake of information - since I won't be going back to slots - one example of advantage of slots in terms och choices and richness is the ability to introiduce different unit types (a unique unit in any slot, not one unified stack), anyway, I agree it might be confusing to people who don't play "eurogames")
Don't know what it has to do with eurogames, I played shit tons of Paradox games, if they can be considered "eurogame", either way, we're obviuosly fundamentally differ in our understanding of "choices and richness", for me slots and such is an atavism of board games, and I just don't see how it helps anything except as a balancing band-aid, unplausible and unrealistic and unintuitive, simply lame-ass mechanic/feature, imho - the definition of "gimmick".
How exactly slots provide choises and freedom? I just can't understand that.
Well, that's no choice at all... You will be soo restricted in deplyment it makes it very shallow tactically
(note the deployment per province, no objects)
This made zero sence to me, so limited fixed amount of slots - isn't a restricted limitation? But "plausible logistics based rules could create tactically/strategically meaningful choices" - is a "shallow limitation"??? HOW EXACTLY???
Not possible, the deployment is per province, not per object.
I also inluded a screen, it's for deployment of secret police agents, but the premise is the same (or very similar).
Not possible in ur head? Or not possible as a game feature?
Anyway, first another question, if there is no pool where the units start? You mean you click "emergency, deploy police" and then huge stacks of police pop up in provinces with cities and then you struggle to move them around other provinces (it also makes you city provinces basicly immune at the start of the rebelion)?
I didn't say that - "emergency, deploy police" and I wasn't implying it either. I said - "...tie recruitment to amount of pop in a given province...", elaborating further, other features could be interconnected here, like again the amount of control, supply+logistics could be connected with pop state, things like loyalty, happiness, that you would need to have anyway, they can be balancing the "deployment/movement/stationing" mechanic" by intuitive/plausible limits that emerge from interconnecting elements/features mentioned as an example from top of my head.
Also how you say what portion of your forces you want to mobilize? And to where you demobilize forces (like you see it's a bit dangerous but you can recall the most of your forces so they don't scare the population and not make you bankrupt of upkeep).
Simple really, like it works in a real life, "mobilization/demobilization" mechanic, for example if recruitment/deployment takes x amount of time, then lets say that recruitment incorporates things like training your men(police academy, military training), then they become reserve force that you can "mobilize", the number will be in this case naturally limited by resources you have(pop,infra.,time,etc), once demobilized - they return to "reserve force" either back in the "native province" or into the "local pool" and cost a lot less to sustain than mobilizied forces, maybe an option as well to demobilize completely and remove them from a "pool of reserve forces", this is the simplest I could think of, while trying to stay plausible/intuitive and avoid overuse of arbitrary abstract rules.
Short: pop+resource ->recruitment+training=reserve force/demobilized -> active duty/mobilized
Mobilization/demobilization is actually a good idea imho, especially if time becomes a factor, in this case planning ahead and having a strategy will be important, since you'd have to think ahead to be able "to be in the right place at the right time", which I think is one of the main game mechanic in this case, so everything that adds to it imho is good, like infrastructure and logistics and other things of that nature.