I played for quite a while without ever using retinues, and when I finally decided to use them I really went down the metagame rabbit hole. I devised a quantitative way of comparing flank compositions. Here is a first draft of the bit of madness that I call ARCEM. It's described in the attached PDF, which has expressions for the equations used in the spreadsheet. Please compare its findings to the conventional wisdom and experimental results. Let me know about any errors in the calculations, disagreements with the theory, or suggestions for improvement.
Caveats and Limitations:
Since it bases offensive efficiency on retinue cap usage, the metric neglects investment in cultural buildings. This is actually a good thing because it makes comparisons between generic retinues and cultural retinues easier.
I don't know whether this is how casualties are actually calculated by the game. It's just my interpretation of the forum's prevailing consensus, and I haven't tested it very much.
I don't know how the game calculates the daily reduction in "average morale".I have employed Eslin's explanation even though I have some reservations with it.
It is static rather than dynamic, which is to say that it gives results for a "snapshot" of the composition. A carelessly composed flank could start with good tactics but lose its balance and lurch into bad tactics with just a few casualties, and this metric doesn't account for that. This caveat is especially important when considering the melee figures, since skirmish casualties might introduce a mismatch between the theoretical melee "snapshot" and the actual flank composition. A dynamic version could probably be built by iterating damage to the flank.
A lot of the compositions in the rankings are extremes meant to represent ideals. Real compositions should have buffers around tactics triggers and/or modifiers to allow for disproportionate casualty rates.
No judgment is made about whether it is better for a flank to stay in skirmish or quickly charge into melee. If you have a preference, pay attention to the Skirmish 10+ tactics probabilities.
For each phase of battle, the combined metric gives equal importance to offense and defense. But you might choose to prioritize one over the other, e.g. building a flank that has high defensive efficiency in skirmish and high offensive efficiency in melee.
It doesn't account for the composition of or tactics used by the opposing flank.
I have yet to add hordes.
Religious bonuses are neglected.
Some fields in the spreadsheet are intended for future updates and haven't been fully implemented.
EDIT: I think maybe I should make a point about my terminology. I use "efficiency" in a different way than some of the retinue testers seem to use it. In my sense, efficiency ultimately relates to cost (whether reinforcement cost or retinue cap usage). It is the ratio of the flank cost-effectiveness (which I believe I've seen others call "cost-efficiency") to the cost-effectiveness of some reference flank. I have normalized my figures such that a flank composed solely of Light Skirmish retinues is 100% efficient in the skirmish and pursuit phases, and a flank composed solely of Defense retinues is 100% efficient in the melee phase. I believe that some retinue testers use "efficiency" to refer to something like kills:casualties. Is that right? Since my metrics look at your flank in isolation, at Day 0 of a given phase, they make no claims about the casualties that it will inflict or whether it will win the battle.
EDIT: Now with morale! In version 0.3, I've introduced a flank morale parameter that I'm calling "fortitude". I have redefined sARCEM and mARCEM to use morale efficiency instead of defensive efficiency. In the spreadsheet, tactics that switch the phase of battle now use the appropriate base stats for unit offense and defense (but I've left those tactics grouped according to the phase during which they trigger). Since version 0.2, the spreadsheet properly accounts for heavy cavalry offense bonuses (correcting the error in the version 0.1 documents noted by Zhouji).
EDIT: A new version (0.4) with a less wrong accounting of morale. Also has some calculations for levies (though no efficiency calculation). I corrected an error in the spreadsheet that had omitted cultural building bonuses from generic retinues. In my rankings list, flanks composed solely of generic retinues have no cultural building bonuses, and cultural retinue bonuses assume Level 4 cultural buildings. The way that the spreadsheet imparts cultural building bonuses is a little weird at the moment. Cultural retinues automatically get a cultural building bonus (as long as a number 1-4 is entered in the cell) regardless of whether you pick its specific cultural building from the drop down list, but generic retinues will get the cultural building bonus only if you select the building from the drop down list.
Caveats and Limitations:
Since it bases offensive efficiency on retinue cap usage, the metric neglects investment in cultural buildings. This is actually a good thing because it makes comparisons between generic retinues and cultural retinues easier.
I don't know whether this is how casualties are actually calculated by the game. It's just my interpretation of the forum's prevailing consensus, and I haven't tested it very much.
I don't know how the game calculates the daily reduction in "average morale".
It is static rather than dynamic, which is to say that it gives results for a "snapshot" of the composition. A carelessly composed flank could start with good tactics but lose its balance and lurch into bad tactics with just a few casualties, and this metric doesn't account for that. This caveat is especially important when considering the melee figures, since skirmish casualties might introduce a mismatch between the theoretical melee "snapshot" and the actual flank composition. A dynamic version could probably be built by iterating damage to the flank.
A lot of the compositions in the rankings are extremes meant to represent ideals. Real compositions should have buffers around tactics triggers and/or modifiers to allow for disproportionate casualty rates.
No judgment is made about whether it is better for a flank to stay in skirmish or quickly charge into melee. If you have a preference, pay attention to the Skirmish 10+ tactics probabilities.
For each phase of battle, the combined metric gives equal importance to offense and defense. But you might choose to prioritize one over the other, e.g. building a flank that has high defensive efficiency in skirmish and high offensive efficiency in melee.
It doesn't account for the composition of or tactics used by the opposing flank.
I have yet to add hordes.
Religious bonuses are neglected.
Some fields in the spreadsheet are intended for future updates and haven't been fully implemented.
EDIT: I think maybe I should make a point about my terminology. I use "efficiency" in a different way than some of the retinue testers seem to use it. In my sense, efficiency ultimately relates to cost (whether reinforcement cost or retinue cap usage). It is the ratio of the flank cost-effectiveness (which I believe I've seen others call "cost-efficiency") to the cost-effectiveness of some reference flank. I have normalized my figures such that a flank composed solely of Light Skirmish retinues is 100% efficient in the skirmish and pursuit phases, and a flank composed solely of Defense retinues is 100% efficient in the melee phase. I believe that some retinue testers use "efficiency" to refer to something like kills:casualties. Is that right? Since my metrics look at your flank in isolation, at Day 0 of a given phase, they make no claims about the casualties that it will inflict or whether it will win the battle.
EDIT: Now with morale! In version 0.3, I've introduced a flank morale parameter that I'm calling "fortitude". I have redefined sARCEM and mARCEM to use morale efficiency instead of defensive efficiency. In the spreadsheet, tactics that switch the phase of battle now use the appropriate base stats for unit offense and defense (but I've left those tactics grouped according to the phase during which they trigger). Since version 0.2, the spreadsheet properly accounts for heavy cavalry offense bonuses (correcting the error in the version 0.1 documents noted by Zhouji).
EDIT: A new version (0.4) with a less wrong accounting of morale. Also has some calculations for levies (though no efficiency calculation). I corrected an error in the spreadsheet that had omitted cultural building bonuses from generic retinues. In my rankings list, flanks composed solely of generic retinues have no cultural building bonuses, and cultural retinue bonuses assume Level 4 cultural buildings. The way that the spreadsheet imparts cultural building bonuses is a little weird at the moment. Cultural retinues automatically get a cultural building bonus (as long as a number 1-4 is entered in the cell) regardless of whether you pick its specific cultural building from the drop down list, but generic retinues will get the cultural building bonus only if you select the building from the drop down list.
Attachments
Last edited:
- 3
- 1