ORIGINAL: Arjuna
It's a strict 300 x 300. So at the most your looking at would be around 432m on the diagonal. Few companies are bigger than 175 personnel. So in general you can have two companies in the same loc without any movement impediment.
I read this in the traffic jams thread and i thought of something else as an idea for possible inprovements of the engine for the feature.
Since a programmer , has the ability to define an area (in this case 300x300) and have the program respond in a certain way adding delays according to the number of units inside it,
could it be possible to give players a similar tool to have the ability to define areas of operations and boundaries between major formations like divisions or regiments?
What i mean is the following.
Until now the player can issue various orders to move his units, without paying any attention regarding violations of boundaries
since this concept is totally absent.
So, you can have in any area many units from different major formations mixed, without any consequence.
What i am thinking is the following.
Imagine that whenever a player has to issue movement orders, he has to do one additional step besides everything he does now.
That is he has to define a certain area of responsibility or operations, for each one of his major formations (regiment and above) he is moving (all or part of it).
All sub units of the major formation, should be inside this area after the completion of the movement.
This area will remain in effect, even after the completion of the movement and until a new one is executed ,in which case the player can again designate a new area of operations as part of the new movement order.
In the same way now the program adds delays if there are many units inside your predetermined zone of 300x300,
it might be possible to have the program add delays based NOT on the quantity of units but on the type of the hierarchy inside the zone that the player determines.
So the player does two additional things.
First he determines a certain zone of operation and second he "matches" this zone to a certain Hierarchy of a major formation.
During the execution of the movements, the program will check if all units inside this zone are part of this predetermined hierarchy.
If it finds that there are certain elements-sub units that are not part of this hierarchy,then it applies a penalty which can be simply a delay.
This delay will not simulate so much traffic jams, but rather the loss of tempo,hesitation,needed time to develop coordination or positive indentification due to the presence of new units which are not part of the original major formation.
So under these conditions, it will be more difficult for the player to order regiments pass easily through the area of other major formations, without any consequencies.
I have additional thoughts regarding how to give the means to a player to execute "pass through" operations,without much penalty as long as he has anticipated and preplanned this type of movement.
The same regarding the execution of counterattacks by sub units of major formations inside the defence area of other major formations.
Still i do not wish to go farther in details before i hear any reactions regarding the basis of my thought and if it workable to program such a behavor.

[;)]