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1) Ability to fight tactical battles in real time on detailed maps.
2) More freedom to create your own OOB and move commanders around.
3) A more detailed map where roads/ rivers/ railways play a more significant role.
4) Atmospheric music and battle sound effects.
5) The economy is automated (player can make policy decisions).
6) I love the order delay system both on the campaign map and in battles.
7) Real time vs. turn-based.
AGEOD's ACW2 is a great game but I believe that this could be even better. It has ambitious goals and I for one am really excited about the potential here. Time will tell. I am enjoying playing it already and the devs are improving it every few weeks with new updates.
The selection of warships available to build for your navy is far greater in GT than in CW2, and I think, ideally, the importance of using your navy should be greater in this game than in CW2. Right now I don't think it is, but most of EA up to this point has been fighting bug wars, not AI balancing. Maybe I'm just hopeful, given the incredible selection of warships having been included.
I think an overall comparison between the two games is unfair though. One is a finished game, the other is a work in progress. The real time campaign is a huge improvement over the turn based CW2, but AI and economy improvements are needed to make it a more challenging real time campaign. GT also offers tactical command of the battles themselves, something CW2 doesn't offer at all.
I like this game. It has a ways to go, yet I can see the potential and I'm rather enjoying being part of the ride. But it's not CW2. They're different games.
As far as historical veracity goes, it depends on how you look at it. This is a 'sandbox' game, so players are given a significant amount of leeway in how they play the game (with pretty strong OOB and unit customization, for examples). While I dispute the idea that CW2 is more accurate in its handling of officers, it is certainly more 'rigid' on its face. Historical events will occur without much player involvement.
While the primary unit of CW2 is the brigade, in reality, it's the division (as players are pushed towards forming these brigades into units, and are penalized if they do not). Obviously CW2 is turn-based and this game is real time. I don't necessarily consider real time better than turn-based, and in fact, part of me wonders whether it would've been beneficial to have the campaign map be a turn-based one, but that's neither here nor there. I won't comment on which is 'better', given the length of time between games and the current development stage of this game.
I think that would have made development easier and just maybe a more complete game would be available now. It seems that the RTS campaign aspect combined with the RTS tactical portion may possibly be causing some the frustrations for the developers. Your points are well taken.