### Re: I need to understand these things to make a scenario...

Posted:

**Sat Dec 27, 2014 6:26 pm**Ok, I was just trying to clarify a little about the # men vs unitsize, as you say, unitsize is what matters, the "casualties" taken reflected as current#/original# directly effect the unitsize when calculating combat power of a unit

For modding possibilities I was musing that the current setup assumes(to some degree) larger units are simply deeper , but have the same frontage. (due to the 600 cap)

For example ( and for ease of math assume everyone is musket armed) a 1500 man German battalion fighting in 12 ranks vs a 500 man Dutch battalion in 6 ranks( 3x the size in men, 2x depth) BUT what about frontage: it would be 125 men vs 83 men, or 1.5x as great frontage. ( again assuming all musket armed or same ratio pike shot, using same method of giving fire etc) any given moment 125 men are firing their pieces vs the 83 men in the Dutch unit. The larger unit is BETTER in terms of fire power , resiliency etc but at what cost in efficiency? 3 x the expense for payback of 1.5 more men firing... 2 Units of Dutch at 2/3 cost, can throw out more firepower at any given moment.

For modding purposes, would it be possible to adjust the hard cap of 600 unitsize worth of troops that contribute to the combat?

What I would like to experiment with is floating cap based on the relative size of the unit compared to a constant(being 600 unitsize)

A crude example is:

unitsize 600 is the most efficient size for mixed infantry units. ( ie the "constant")

Units larger than size 600 are better(not linearly) but with a diminishing return so at the extreme end, a unit with , I dunno, 1800 UNIT size is only 33% more capable than a 600 size unit ie its combat cap would be "900"

I just realized that expressing this mathematically might be beyond me, this might be delving into calculus, which I haven't touched in over 20 years )

Just wondering if this is possible ( and also where the current caps are hidden in which BSF file)

Cheers!

For modding possibilities I was musing that the current setup assumes(to some degree) larger units are simply deeper , but have the same frontage. (due to the 600 cap)

For example ( and for ease of math assume everyone is musket armed) a 1500 man German battalion fighting in 12 ranks vs a 500 man Dutch battalion in 6 ranks( 3x the size in men, 2x depth) BUT what about frontage: it would be 125 men vs 83 men, or 1.5x as great frontage. ( again assuming all musket armed or same ratio pike shot, using same method of giving fire etc) any given moment 125 men are firing their pieces vs the 83 men in the Dutch unit. The larger unit is BETTER in terms of fire power , resiliency etc but at what cost in efficiency? 3 x the expense for payback of 1.5 more men firing... 2 Units of Dutch at 2/3 cost, can throw out more firepower at any given moment.

For modding purposes, would it be possible to adjust the hard cap of 600 unitsize worth of troops that contribute to the combat?

What I would like to experiment with is floating cap based on the relative size of the unit compared to a constant(being 600 unitsize)

A crude example is:

unitsize 600 is the most efficient size for mixed infantry units. ( ie the "constant")

Units larger than size 600 are better(not linearly) but with a diminishing return so at the extreme end, a unit with , I dunno, 1800 UNIT size is only 33% more capable than a 600 size unit ie its combat cap would be "900"

I just realized that expressing this mathematically might be beyond me, this might be delving into calculus, which I haven't touched in over 20 years )

Just wondering if this is possible ( and also where the current caps are hidden in which BSF file)

Cheers!