Surrender is the result of retreat without possibility of retreat. Whether the possibility of retreat is removed before the battle is over or afterwards makes no difference for the result. As always i am refering to AoD.
Then let's speak AoD. THERE IS NO SURRENDER.
We were not discussing the losses chart (which does include units eliminated in combat via over run or elimination). We were discussing a graph called Combat Effectiveness. An assessment of the Losses Chart is quite a different thing than an assessment of the Combat Effectiveness graph. I have criticism with both of them as the losses chart should also include Attrition and Ageing so something shows total MP losses. But that is OT.
Staying on topic, the Combat Effectiveness graph should include units lost during combat, but you claim combat does not include divisions lost by elimination due to no retreat possibility or due to over-rum. IS THAT RIGHT (AoD wise?).
You are quite right that retreat occurs after battle is won but only as regards retreat where there is possibility of retreat. But that has absolutely no bearing on whether human player will decide to chase after retreating units (to over run them); or let them escape to fight again. I believe there is not a single person in this Forum (except perhaps you) that would argue that my decision to decide to over-run or not over-run retreating units is anything other than me being combat effective or ineffective. Your basic mistake is that you have made a split instant at which you claim combat in AoD ends because of something you are basing on the notion of "unit is eliminated when there is no retreat possible." The problem here is that you feel that the elimination of the remaining core of the unit should not be included in Combat Effectiveness because it could not be combat because combat does not exist in AoD after AoD combat ends. While this might basically sound logical, the thinking is actually muddled, exclusive of other facts, and most incorrect.
Firstly you are 50% wrong already because you are not considering the word Effectiveness. Try arguing that my decision to chase after and over-run unit is not effective. You can't. Then why don't you try arguing that my decision to stop combat before enemy is eliminated in surrounded situation (and so preserve the enemy) is not ineffective. In fact, it would be most counterproductive to my aim for combat effective game play.
The problem with your arbitrary decision to create an unrealistic moment of when combat ends is that you have totally forgotten about the human role to control the situation to get grossly ineffective results (by stopping combat before enemy stack is eliminated or to not chase after and over run units). That is where the effectiveness (or ineffectiveness) resides in its greatest part – player decision.
Finally - let's examine the complete incorrectness of your statement "Surrender is the result of retreat without possibility of retreat" since no such thing as "surrender" in AoD exists, right?. I have yet to see any sprites throw their hands up. As surrender does not exist, your statement is grossly false. Of course – at this moment you were possibly deviating into real life (where you are still wrong because surrender is firstly a decision to not want to die, and even with retreat a possibility, troops surrender by the thousands instead of wishing to test the notion of retreating.) Any man can always turn and run – a bullet in the back is not guaranteed – maybe one might be lucky. So, trying to retreat is always an option – even when facing SS machine guns in the Malemdy Woods (or how could there have been survivors)? Just to conclude this diversion to real life, surrender is NEVER “the result of retreat without possibility of retreat” as you write, but only a decision in one’s mind that retreat will not result in escaping with one’s life. And that is quite a difference.
But let’s get back to AoD where your use of the word surrender does not exist and so let's amend your statement to fit AoD: That would read: "ELIMINATION is the result of retreat without possibility of retreat."
As retreat resulted from combat, I trust you can see that this statement exposes the nonsense of your notion that elimination of AoD units via surround or over-run is not combat. It resulted from combat. Your narrow definition that combat can only be what happens in the combat pop up I don't like. My chasing after retreating units and over-running them is true combat in EVERY way conceivable – speaking AoD. Please bear in mind that AoD is a worldwide game with division size units and must necessarily extrapolate accordingly for the game engine.
Finally, elimination is clearly part of the combat pop-up, although you claim otherwise. You say it happens after combat has concluded. You could not be more wrong as regards AoD simulation of division size combat. The only thing that happens after combat concludes is that the sprite goes thru their "ghostly stage" to disappear from the map.
In fact unit elimination happens at the instant that combat concludes - not the instant after combat has concluded. The only reason the combat ends is BECAUSE THE UNIT HAS BEEN ELIMINATED. If the unit still existed in the micro-moment of time which you are trying to base your whole argument on, the combat - obviously - would still be continuing. So actually, in the micro-second of time the unit must have really been eliminated first or how could combat have ended? AoD is not so unfair to eliminate enemy units that have not been eliminated in combat - which basically is what you are trying to tell us by saying that the elimination occurs after combat ends.
But your point is that combat ends because enemy started retreat. Sounds logical. Except there is no retreat in a surround, is there? Or is there a nano-second of retreat, then the judgement of "no legal retreat", and then the elimination decision? Whatever is the flow of computer program electrons (which basically travel at near the speed of light) the order is irrelevant because it is undeniable that retreat and elimination only RESULTED because of combat.
And it really should not need discussing a nano-second of time for logic to change your mind. Elimination happens ONLY because of the combat that occurred with no retreat possibility or because of player decision to chase after over run. And how I got that elimination is my effectiveness because I first had to arrange a surround, decide to conduct the battle to point of elimination, or position units that could race to make the over-run succeed.
Clearly, the combat effectiveness of the elimination I got with surround is not calculated only by the units that were killed in the surround but actually the effectiveness of many other units possibly not even part of that combat. And the combat results are probably more dependent on other units of mine that may not even have participated in that combat but were effective to create a surround (and maintain that surround inspite of different attacks upon them). The enemy killed in the combat (which is the only MP Loss that you claim should be counted to determine Combat Effectiveness) is - in fact - nothing other than kill ratio (and BTW, it already was counted with end of battle pop up (battle result) - so who needs to graph it with running totals over years of play?) Combat Effectiveness does deserve a Graph, but not kill ratio which is what the current graph shows while incorrectly calling itself Combat Effectiveness.
Your whole argument boils down to that there is a finite prescribed AoD order of things. You claim combat results in the result of retreat which THEN causes elimination because of no retreat possibility. And because you see the retreat seperate from combat, you jump to the decision that elimination can not be part of combat. That is a most skewed way of looking at AoD map scale, splitting hairs as to time, and disregards simulation of combat on division size scale.
I will summarize with stating that the Combat Effectiveness graph is just ridiculously silly to exclude such a huge MP loss as elimination due to combat surround and over runs.
I would like to create a cartoon of Commander666 emptying a Tommy Gun at a Pang Bingxun lying on the ground - obviously dead - but Pang's spirit screams, "You weren't combat effective because I died AFTER you shot the first bullets!". But I will not resort to such unacceptable practices anymore just to win a debate.
It really is most simple in AoD. Simulation of combat can not have ended if unit still exists. Therefore, surrounded units MUST have been eliminated a nano-second before combat ended. And what happens to sprite afterwards is not time relevant to the elimination of unit. It would be more time relevant to say that combat is still occurring until the battle results pop up showing kill ratio appears - as regards AoD game mechanics and scaling to represent division size units on a world size map. But the real point is the huge skew of a graph that that does not represnt the tremendous MP losses resulltimg with elimination DURING combat (or - if you wish - resulting from combat).
Why would units eliminate after combat ends? Because of no legal game retreat? That argument is nothing but an abortion of game simulation, the classical grand strategy of AoD, real life logic, engine practicality, and creating meaningful graphs.
And it is a further mistake to base any argument on the assumption that combat in AoD can only be what appears during a combat pop up. I don't need to tell you that AoD faces huge challenges trying to simulate combat. The notion that there is no combat when enemy is over-run (or enemy retreats to your occupied province and so is eventually eliminated hours or days later) is simply a serious mis-interpretation of what AoD is trying to simulate - combat on division size scale.
EDIT: Many changes done throughout to get critical logic inline with Pang's point-of-view.
The basics points are:
- AoD simulates combat on a division size scale.
- Combat results in retreat, and there being no legal retreat, the simulation of the combat results in unit elimination.
- The precise timing of the 3 events is irrelevant given the scale of the combat simulation.
- Clearly elimination of unit results from the combat that caused illegal retreat.
- As such omitting MP losses due to elimination is a huge skew of combat effectiveness.