I've seen a lot of people posting on the balance and historical aspects of the game so I figured I¡¦d throw my two cent's in

. Before I start keep in mind that balance and historical accuracy are also dependant on which options the player selects, which to me is one of the best features of the game. I¡¦ve now played five games as the north and one as the south. Without the following options: Richer Economy, Poorer Economy, Randomized Stats, Hidden Stats, Fewer Generals, Faster Sieges, Slower Sieges and Allow CSA Emancipation.
Camps - I don't feel they are horribly broken but do need some work. I don't think they should tied mainly to horses but instead tied to both labor, money and horses. As warm live bodies are needed to refill the ranks ¡V as well as horses for cavalry, artillery and supply trains. Maybe in a 20 Money ¡V 40 Horses ¡V 40 Labor combination. One of the problems the south had through the war was a shortage of men to refill the ranks and the north had was the need to draft or pay a "bounty" to sign up men for the army. As it stands right now battle attrition and disease hurts the North more than the South and this should not be the case at all.
Navy - Ships cost way too much for the north and are two easy for the south to build. Fleets Containers cost way too much, without a fleet container you can't blockage a port and there are a lot of ports to blockage. A) I think that the costs for ships & fleets needs to be adjusted down. B) The north needs to start with more naval building improvements to speed how quickly ships can be built as well as increase their quality. C) Some of the at start Union Ships should have their guns upgraded.
Quick Combat - It seems to me that casualties to me aren't correct they¡¦re either too low or very lopsided in the large battles. I have no idea how to resolve this.
Quality of the CSA/USA Army - At the risk of opening up a very heated debate

I think the developers did a good job with the this issue. I do release that it is possible for the a Union player to promote their better generals in 1861 to 4/3 stars but this is also true of the CSA. Lee always seems to be in front of the ANA pretty fast and he didn¡¦t get command in the normal time line until Johnson was wounded. The real advantage the CSA (other then better generals, which they still have) was that from top to bottom their army was more professional (VMI, more West Point Graduates, etc) which is reflected in there better at start container stats. And should also (not sure if this is true or not, with only one game as the CSA) be reflected in the new containers built until the Union has time to build more improvements to build better units.
Generals - The Arrivals dates, at start general ranks and starting location for all the generals needs some work (which I know is something that is being worked on). I also think that the number of 2 Star Generals per academy needs to be adjusted up, personally I hate having a ton of one star generals and a lots of divisons without leaders. In several games I¡¦ve had 11 Academies and I still was short 2 Star Generals for my divisions.
Setup - The Army of the Potomac should start in Maryland in the July 1861 Setup not in Fredericksburg, VA.
Population Modifier Effect - I don't like how this option works at all, I like the idea of an effect that punishes a player for raising too many trooops.
Mansions/Plantations - Plantations work great, but I think the costs of Mansions should be but to between 60 - 80 money. It's very hard to meet governor demands if you can¡¦t keep at least one spot in each state open. Also each state should start with at least one open spot.
Governors - While a pain in my but from time to time work great but can we get some of the dumb requests removed. Like a Shipyard in the middle of the country or the need for 20 brigades in Maine.
European Diplomacy - I'm not a fan of how this system works but as I don't have an idea for better one. Reduce the chance for a shift at each level significantly and if possible allow for a one point shift to the side that wins a major battle. Reduce the number of research points given to the CSA, I've seen 70 - 100 points given turn after turn and its leads to the CSA having a much better naval research program than me in several games.
Blockage Runners - I think that there a little too valuable, I like the way they operate but increase the risk for each level. It would also be nice if the risk goes up as the USA blockades more ports (which will needs some changes to the navy ¡V see above) or have the risk go up each year.
Raiders/Partisan - Love the units, but tone down the amount of supplies destroyed. I¡¦ve used them destroy 30+ supplies twice now before a major battle and its helped win both battles. Going to start a PBEM game with a friend and I think he will be in a major surprise when his army loses a tone of supply right before a major battle.
Sea Invasions - They simply don¡¦t work, without the ability to take a province from the sea regardless if you own an adjacent province you can¡¦t take New Orleans from the sea as the Union did.
Emancipation - Works Great, has wonderful effects for both sides but the Union should only be able to do it when the have at least 4 Victory Points. The CSA should also have some sort of handy cap, maybe less than 4 relations with both England and France?
Rook