to help with the discussion in this thread I'll provide the basic numbers in the chance to charge algorithm I've now sent to Pete:
The close charge to chance values between the tiers are probably because the modifiers in the chancetoanarchycharge() function are typically of a greater magnitude than those base anarchy values. Here is a list of what affects chance to anarchy charge and by how much. Perhaps if we hash out what all of these values should be, then we can get a better starting point:
**Charge chance set to 0 if:
target is foot defending obstacle, or charger is foot defending obstacle, or target is non-fragmented elephants, or charge would disorder charger, or target is in open and charger is medium in rough or difficult terrain, or charger is mounted and target is non fragmented spears or pikes, or charging would put charger under flank threat. Also added if target is broken to have zero charge chance (maybe it should be non zero but for testing purposes and to avoid some potential bugs I have that as zero for now)
1) base chance from 'Anarchic' attribute
2) if less than 50% chance of winning, charge chance goes down 5%, if at significant disadvantage in combat, decrease by an additional 10%, for max -15% chance to charge from combat disadvantage (this is already zeroing out charge chance for bottom three categories)
3) if greater than 50% chance of winning, charge chance goes up by 5, if at significant advantage in combat, increase by an additional 10%, for max +15% chance to charge from combat advantage
4) if target is ranged and you are not, +10%
5) if you are ranged, regardless of enemy, -10%
6) If at major shooting disadvantage, regardless of whether I am ranged, and I still have some hope of victory in close combat or better, then +20% more likely to charge
7) if foot vs mounted shock troops, -40% chance to anarchy charge

If mounted and steady and target is fragmented, +10% chance to charge
9) if superior or above, -10% chance, if raw or below, +10% chance to charge
10) If out of general's command range, +20% chance to charge (so this one for example alone would make low anarchy units more anarchic than high anarchy units within command range with base values of 20,15,10, and 5)
11) If you are better off receiving a charge than making it, anarchy charge chance goes down 10%, and if much better off receiving than making a charge, it goes down 20%
So you can see those values were mostly chosen in the context of base anarchic values of more like 20,40, and 60. Right now they are so large relative to the base values that you don't see much difference between different anarchy tiers of units. Perhaps think about which of the above conditions should be kept, and at what values relative to whatever new base values seem appropriate.
One way to do this would be to say 'ok, a high anarchy unit outside of a general's command range and facing a target it could easily crush should be getting like a 50% chance to anarchy charge, but a low anarchy unit inside command range and on a nice hill where it would rather defend than attack should be getting like a 1%-5% chance to charge. A normal anarchy unit that is receiving fire and is not ranged itself should perhaps be getting a pretty high like 30% chance to anarchy, even if it is otherwise at like 10%, etc...' just making up numbers there, but the point is if you list a number of hypothetical situations like that, we can tweak the numbers to produce those outcomes retroactively, and then test if in practice it works and is how you would like it. Kind of start from the desired end state as it were, rather than inputting different starting values until you get the desired output.