Here is the map I'm talking about in a strategic, cut and dry form (i.e. not artist rendered).
http://www.mepbm.com/info/files/map_1650.png
The keys to this map is four fold:
1. Every hex is a territory - Hexes with population centers are SCs. Population Centers can control different numbers of armies/fleets based on size (more realistic) and you can't have more fleets than Coastal/River SCs could control (see 2. for Rivers).
2. Rivers - Territories that are marked blue on the edges. Fleets can move up river as long as the territory you move to has a directly connecting river to the one you are in. So if you look at the map, Fleet 0507 can move to 0408, 0407, and 0406, but not 0506 or 0508 despite having an indirect Coastal/River connection. Fleets can never enter inland mountain hexes or mountain hexes without SCs, only coastal ones with SCs. So, despite having a couple of rivers, 2219 is inaccesible by a fleet. There are two types of rivers, major and minor. Well discuss this more later.
3. Land Unit Types - Due to terrain, there would be two unit types: Cavalry and Infantry. Infantry can move anywhere but cannot cross rivers unless some form of bridge exists. Cavalry can cross minor rivers without a bridge but Cavalry cannot move into mountains (grey hexes) unless the two hexes are connected by a road (ever tried to run horses through tight mountain passes?) Mountain to Mountain movement can never be done without a road connecting them by any land unit. As usual, if it can move there, it can support hold/move there. This could be expanded in the future to account for the desert and forest hexes as well, but I didn't want to get too complex.
4. SC sizes - Camps and Villages (1 and 2 roofs) can support 1 units each. Towns and Major Towns (3 roofs but the center one is smaller) can support 2 units each. Cities (the biggest on the map with 3 equal sized roofs) can support three units each. I may do something with fortification for defense like MePBM has, but I'm not sure.
So what do you all think?