rbodleyscott wrote: ↑Thu Mar 07, 2019 12:04 pm
Froz wrote: ↑Thu Mar 07, 2019 11:52 am
I'm sorry if this is offtopic and perhaps already explained somewhere.
But I always keep wondering, why does it only count routs and not casualties? There are some situations where one side remaining units are very battered and the other side has big part of army routed, but the rest are fresh as new. If the battle continued, the currently losing (in routs) side might actually win.
Also the current system means a single unit recovering from rout can change result even if it is not able to affect the battle in any way. It's quite irritating when enemy gets a streak of recoveries at the edge of map...
The whole victory conditions system is based on routing the enemy army and not on casualties. This is what decided a battle historically, not casualties. Once one army panicked and broke, however, it would then usually suffer massively more casualties in the pursuit.
When the FOG2 battle ends, the other army is assumed to have broken and fled, however fresh its unengaged units might have been. This reflects historical reality - Armies of this period did not generally conduct fighting retreats.
The option to continue fighting after the battle is won is a bolt-on that was put there at the request of the publisher for those who like that sort of thing. It is not part of the original game design, and does not reflect our analysis of the history.
Who might have won if one army hadn't broken when it did is irrelevant to the course of history, so isn't taken account of in the game's victory conditions.
Thanks for reply. I have a bit of deja vu, I hope I have not bothered you with this topic already in the past :/.
I just want to specify that it's not the "continue battle" option I was talking about. And I understand the idea that generally speaking battles ended when one side routed. It's just that the way this system is implemented in the game creates unrealistic scenarios, especially in even battles (so it's not that 25% difference rule).
Specifically, I understand that friends routing were damaging on morale and if soldiers noticed that a big part of their army was routed, they would rout too. I simply question how the soldiers of losing side decide the battle is over and they should run. Here's an extreme example of what I mean:
Side 0:
55% routed
20% casualties
15% fragmented
10% in fighting shape.
Side 1:
60% routed
10% casualties
30% in fighting shape. Soldiers of side 1 decide to flee.
I'm not sure if the numbers above are exactly realistic, but I had battles more or less like that in game. If I was the winning side, it felt like cheating. If I was losing side, it was frustrating.
So, what I don't get it is that killed soldiers do not matter for their army morale and soldiers that run away for several turns, but stopped running are immediately counted like perfectly intact units.
Of course I understand that it is a game and it needs to have some kind of system and I guess all systems would have some unrealistic edge cases. Still, I feel like a bit different measurement would make a bit more sense.
If the game instead tracked and scored:
- soldiers killed
- soldiers running away
- soldiers in fragmented state
Let's say killed and running away soldiers would have the same value while fragmented would have half of that. What's important is that it counts individual soldiers, not whole units. Cavalry could still be multiplied by 1.5 of course.
It would be much more fluent and the moments of "oh no, they rallied at the edge of map, so the battle is lost/not over yet" would be rare. If routed unit would get back to fragmented state (or fragmented would get back to higher order), this would only change score based on their current number of man, and only by half.
I understand this would be a huge change and would also require adjusting the victory conditions and testing them extensively. I also cannot even begin to comprehend effects on multiplayer and tournaments. So, this is more of a thought experiment on game design than a realistic proposition I guess. Still, I would be happy to hear your thoughts on this.