storeylf wrote: ↑Tue May 12, 2020 12:26 am
Indeed the game is almost certainly not realistic in many ways, it's an empire building game with abstractions, and you are angling for having the best pre-calculated chance of winning. Nothing wrong with that - it is a game after all, equally I agree that there are probably some glitches that the game could improve upon given how it handles some stuff, but I don't really see what you ask for as somehow 'realistic' per se. In many ways quite the contrary.
Thanks for understanding. Indeed this discussion is hard to follow due to it discussing 5 issues at the same time.
Let's re-enumerate the 5 issues, to be easier to track the discussion:
ISSUE 1: army arriving later, is designated Defender (expected: to be Attacker) (realistic explanation: only one army is advancing towards the other?) (game rules/mechanics: if you arrive in a region with enemy army there, you are attacker?)
ISSUE 2: 2 elephants are missing from front-line (expected: to be in front-line) (realistic explanation: damaged units refuse to be in front-line?) (game rules/mechanics: damaged units are never deployed in front-line, except if center can not be filled)
ISSUE 3: weak cav deployed in front-line (expected: more powerful units to be in front-line) (realistic explanation: damaged units refuse to be in front-line?) (game rules/mechanics: damaged units are never deployed in front-line, except if center can not be filled)
ISSUE 4: archers are replaced by weaker support units (expected: always deploy max ranged-attack in 2nd row) (realistic explanation: ????) (game rules/mechanics: max ranged-attack units are deployed in 2nd row, except if large army fills front-line?)
ISSUE 5: 1-star general replaced by 0-star general (expected: 1-star general) (realistic explanation: more powerful/influential royalty/aristocracy always lead lesser ones) (game rules/mechanics: the general with more stars is chosen?)
storeylf wrote: ↑Tue May 12, 2020 12:26 am
I think (but am not 100% sure) the general you get is the one from the larger group in a battle, so maybe your casualties in the 1st battle meant that the +1 guy was now leading the smaller contingent so was not used.
storeylf wrote: ↑Tue May 12, 2020 12:26 am
As for the general changing - history is absolutely replete with the best people being sidelined by abysmally hopeless ones, being in charge was not about who was best at the job but about who had the seniority, and that may not have even been miltiary, it was often seniority in the royal family etc. It is perfectly realistic for the 0 rated leader with pampered coward traits to be in charge whilst a+2 uber tactician is sidelined. Indeed in other games (also from slitherine) such a thing is a major feature.
(So this is regarding ISSUE 5) Completely agree it is realistic that sometimes you get the better general, and other times the worst general (no matter how the game chooses). You say that when 2 armies meet on the field, the chosen leader is the one leading the biggest army? I thought the game mechanics always chose the best general (from what I've read and experience). Both seem realistic to me, so are acceptable to me, I just want to know which mechanic is used, so I do not make this mistake again in the future. So can someone else confirm which general is chosen in general? Is it always the one leading the biggest army? Or is it random?
storeylf wrote: ↑Tue May 12, 2020 12:26 am
The defender bit I expect is as I said, in game terms arriving 3 or 4 ticks earlier is in essence arriving at the same time (the code has 4 ticks as the cut off point for at least part of the logic). Classing as the defender with no questions asked requires a bit more than having just beaten the other person to the location by few ticks, and there are probably ramifications to changing that in other scenarios.
(ISSUE 1) So if two enemy armies arrive in same province in same turn, the attacker will be chosen randomly, no matter who actually arrived first in the move-steps how I thought (which is more realistic). Not ideal, but Is realistic enough, so I can accept that. Thanks. Can someone else confirm (so I can change my future strategies)?
storeylf wrote: ↑Tue May 12, 2020 12:26 am
Realism wise, though:
We can look at history to see some interesting 'deployment' issues - Cunaxa where the Greeks refused to take the center when requested by the general paying them.
storeylf wrote: ↑Tue May 12, 2020 12:26 am
Regarding changing stuff. I'm far too familiar with one persons 'fix' being another persons 'breaking change', Indeed I have no doubt some people may complain that your logic would keep sacrificing half dead units they would rather try and preserve to replenish next turn, and they will say such sacrifice is not 'realistic'.
(ISSUE 2/3) That would explain why damaged units refuse to be in front-line and/or no general will choose to sacrifice damaged units. Thanks.
storeylf wrote: ↑Tue May 12, 2020 12:26 am
Crecy where the French were so eager to attack that once they found the deployed English all attempts at control and deploying properly were lost, Cynoscephalae which was a meeting engagment between 2 large armies and there was no chance to pre-deploy at all, Ilipa where Scipio faked the enemy to deploy in a certain way and then came at them with an unexpected formation before they could respond. We can probably continue, but even for these classic key battles deployment wasn't some simple solved issue for each side. Realism and Fate makes sub optimal aspects only to common.
(ISSUE 4?) I completely agree such situations where deployment is not ideal existed in reality. It would explain the issue in previous post where armies bigger than terrain frontage are deployed wrong when they are attacked, but not when they attack (why attack if you are not ready?). But should this explain why archers are always replaced by weaker and damaged support units? They are not damaged to explain the issues 2 or 3. It still does not make sense to me.
storeylf wrote: ↑Tue May 12, 2020 12:26 am
One can question whether half damaged elephants should be replaced by archers, but at that point you are getting into specific edge cases rather than easier generalisations, which becomes harder to code and maintain. It is easy for non developers to say 'easy fix' when what they really mean is no more than 'What I want is easy to express', and which is often a million miles away from what is actually easy/economic to do. A younger me always thought wargame AI should be so much better, hence I became a software engineer, now I know it is nothing like as easy as it sounds. I'm sure I could code what you want in this specific case, I'm also sure that without some good knowledge of the existing code and understanding some 'whys' etc that I'd break stuff at the same time.
As an app and game programmer myself, I completely understand and agree with you here, except that "half damaged elephants should be replaced by archers" is not "specific edge cases", but "easier generalisations". This always happens in many of my battles, no matter the conditions, and is BY FAR the most unrealistic and annoying (because is counter-intuitive and surprising every time) aspect of my battles. I would also argue that this is 'easy fix' compared to all other battle issues presented, since it most clear that it is indeed a bug and needs to be fixed, and to change the code to always deploy, in 2nd row, first the max-range-attack units, and then everything else, seems quite easy to me as programmer, no matter how the deployment code is currently:
-if code first goes through each position and chooses a unit for it, when arrives at 2nd row positions, change to always choose best range-attack unit first;
-if code first goes through each unit and chooses a position for it (this is more hard), when arrives at archers and they have bigger range-attack than other unit already in 2nd row, change to replace that unit (which is reassigned to other position).