@klightfoot
The formation movement speed bonus occurs immediately when the regiment is ordered to change formation. So regardless of where you're going, if you spend any of that time "nominally" in column, your flag will get there faster.
Its been a personal bugbear of mine that the game does this. Formation changes are instantaneous with the graphical sprites then participating in unhistorial maneuvers to make the change complete. The "expanding from the centre" motion columns make when forming line
while still moving forwards is complete fantasy. The game would be so much better if a unit stopped, went from "march column" to "disordered" for a period of time, during which it
did not move and finally was formed into "line" after several minutes depending on the experience level and commander competence. During that perio dof "disordered" formation which would represent the companies marching to their position and wheeling, the unit would take a negative morale modifyer for being under fire and should count as a dense target.
The game speeds up time considerably. Units march much too fast, muskets fire too often, formation changes are too rapid, battles are over too soon.
A designer however has to balance historical accuracy with the needs of its customers to be able to play out a battle in an hour or two hours rather than a day, so some time compression is unavoidable. It would be nice if there was a "grognard" setting though that gave a full simulation and the game ran at the correct speeed.
In one of the posts above someone wrote (I think it was NYC) about why Pickett's division marched in lines across 1000 yards of open valley and didn't use columns. Reducing casualties was one reason but the main one was because it was simply not thinkable to contemplate changing a whole division from march columns to lines when so close to the enemy
because it takes so long.
One of the key reasons why Buford held his ground so long on the first day at Gettysburg was to force Heth to deploy his division, which would take
30 minutes alone. Thats a half hour just to get three brigades off a road, into the fields on either side and into lines facing the threat, in order to then begin the attack. Do not beleive what you see in the movie "Gettysburg" with companies coming off the road and trying to deploty into lines right in front of Buford's men. That never happened. Heth was forced to deploy much further back.
The manner in wwhich units change formation in the game and the speed with which they do it seems to have given some people here a completely distorted view of the ACW battlefield.
@ Jack - I'm very surprised at your post above. One does not need to be a soldier, ex-soldier or re-enactor to understand history, tactics and drills. That should be obvious to everyone. Each person's posts should be treated on their merits and klightfoot is right to question why this game defaults infantry formations to columns of fours (not even a tactical column for moving across country!) over such short distances.
Jonah's hypothetical is without any value as it forgets completely that both sides would have put out picket lines and skirmishers, and possibly cavalry patrols as well. Any general who blindly marches a column of fours round a bend in the road to find a deployed enemy 400 yards away would have his command destroyed as it tried to deploy and would most likely find himself in some dustbowl of a command way out west a few weeks later, if not facing a court-martial.
Among many other issues the game is woefully unable to represent how long it takes to deploy units right now.
@ Reb Bugler - I'm really exited to hear that a new game engine is in development. That's awesome news. I really hope it takes on board much of the feedback from these forums, both from the SP and MP players. I do hope that a simple change can be incorportaed on the toolbar "move in this formation" as opposed to just the "take up this formation on arrival" which we have now. Such a change would of course need to be balanced against the move speeds of different formations, how vulnerable they are to artillery and musket fire and most important, how long one takes to change to the other. I would very much like to see a unit be very vulnerable while changing formation requiring the stationary "disordered" state I mentioned above. These features would do much to actually have this game educate people on how ACW battles were fought, the spatial and temporal constraints officers worked under and the kinds of decisions commanders made and why.
Its these kinds of things that well-designed computer simulations can teach us as a sideline to also being great fun.