#1: Leadership charisma, agression, caution & tactics. Author: mooxe, Posted: Sat Nov 25, 2006 6:37 pm How do these 4 qualities effect a battle? I am doing a short battlegroup guide and I would like to be able to explain the "real world" effect on the playing field.
#2: Author: wallach79, Posted: Sat Nov 25, 2006 10:22 pm I'm trying for a long time to find how EXACTLY these 4 variables affect a battle. From what I've noticed until now (but I may be wrong) they works like that:
1) Charisma: a unit with a charismatic leader (e.g. 5) can support heavy casualties without morale getting low until late in the game, while a unit with a less charismatic leader has a faster morale failure. So when you play with 'morale on' setting this factor can be very important.
The next 3 variables affect exclusively the A.I. opponent.
2) Caution: a unit with a less cautious commander will tend to use most of its forces from the beginning of the battle, while a cautious commander will hold a few teams (about a platoon) to give a final blow on last 4-5 minutes of the game.
3) Aggression: I cannot say exactly what's the limit between 'timid' battle plans and aggresive battle plans. But even the less aggresiv AI commander will use a few teams in offensive.
4) Tactics: this is an even more misterious variable. I don't know what's the difference between an AI commander who use all tactical plans and a commander who does not use all tactical plans.
Now, the problem becomes even more intricate if we consider what is the effect of every combination between these 4 variables. The charisma can be excluded because it doesn't influence the use of teams but the other 3 factors have the same effect - the use of forces - but from different angles.
If considering the maximal values (-5 and +5) of those 3 variables result is 8 types of AI commanders:
Caution Aggression Tactics
1) 5 5 5
2) 5 5 -5
3) 5 -5 5
4) 5 -5 -5
5) -5 5 5
6) -5 5 -5
7) -5 -5 5
-5 -5 -5
Theoretically, type 4 would be the most defensive and type 5 the most ofensive but I cannot say how exactly these 8 types affect AI behaviour. This would request many tests. And these are only 'extreme' types because the values between -5 and +5 give a huge number of combinations. If someone knows more I would be happy to learn.
#3: Author: mooxe, Posted: Sun Nov 26, 2006 12:05 am Thanks for those explanations. I only knew what CCReq displays. I didnt even consider these values in single player mode. It does shed alot of light on it. Lets see if more people can contribute.
#4: Author: mooxe, Posted: Sun Nov 26, 2006 4:54 am Wallach with you help heres what I have so far.
#5: Author: wallach79, Posted: Sun Nov 26, 2006 11:21 am I've seen, if we don't know the source code we can just supose what these things mean only from game experience.