No I am not going to dance merely because someone looks like they share some of my notions

That would come off sounding wrong no matter how I tried to say it.
In the long run, I think what will make cWiF succeed or not, will be the same issue that makes games succeed or not that also possess large sums of detail.
I have MOO3, and looks like a nice game. But it is just such a lot of work. Probably explains why I have hardly played it.
My first encounter with cWiF is still managing to scar me. The interface was horrid.
If it becomes entirely true to the board game, but is still an effort to enjoy, odds are I will just get over it and perfect a storage option for the board game. And pass.
With these level of games, it has to be easy to run at the interface level, because it is already complex enough at the learning to play level.
Zorachus99 made a lot of comments which I would gladly support.
The AI is important if enough need it.
The original nature of the game is important, if you actually want to call it WiF.
It has to be easier to play it on the computer in order to get anyone to put aside the board game.
Lastly, I am unsure if how many board game units sold is any real useful data. It was popular during a time when you played board games or didn't play wargames. But today with computers every bit a real option, the variables and conditions are just not the same.
A good board game, poorly ported to computer, will not sell just because it was based on a good board game automatically in my opinion.