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Stormwoken

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We have all had cases of enemy generals running away when battle results showed zero survivors. While I understand this might be the case when they actually have a place to flee (neighbouring enemy/neutral provinces or ships anchored in adjacent sea regions), I believe that the game would benefit from generals actually being prevented from fleeing if they are cornered and their armies obliterated down to a person.

I can't see much being lost in terms of either gameplay or realism. What are your thoughts on this?
 
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Stormwoken

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I know that any changes would require changes in AI behaviour. Perhaps kings could be kept away from leading smaller armies?
 
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Rawrschach

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Would tie in with suggestions of having a full army raised in one province rather than little stacks that need grouping up. The king would always be lead that big stack.

It should certainly be more likely to catch nobles, 3-4 of them really, as this often happened especially in the "Age of Chivalry". It was odd for nobles to die in battle.
 
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Rawrschach

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Well, imagine a battle. You have the flanks, the infantry and the cavalry. The king, or nobles leading, aren't usually going to be in the thick of it. Stuff starts going bad and your left and centre start falling. So the king pegs it with his cavalry and nobles. By the time the enemy is finished butchering the peasants you're a few miles away hightailing it for a castle.

As for escaping from Iceland, imagine them hiding in some caves then dressing up as a woman to escape on a fishing boat to Norway.
 
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Andrzej I

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Consider too that the casualties represent not only those slain, but also those who fled.
 
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Stormwoken

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Well, imagine a battle. You have the flanks, the infantry and the cavalry. The king, or nobles leading, aren't usually going to be in the thick of it. Stuff starts going bad and your left and centre start falling. So the king pegs it with his cavalry and nobles. By the time the enemy is finished butchering the peasants you're a few miles away hightailing it for a castle.

As for escaping from Iceland, imagine them hiding in some caves then dressing up as a woman to escape on a fishing boat to Norway.

I like the way you think, I tried justifying it to myself through such role-playing narratives, too. I just think the numbers in the end should reflect that.

Consider too that the casualties represent not only those slain, but also those who fled.

My problem with that is that those who fled are basically already represented by a separate unit on the map (whether one chooses to continue pursuing broken units is another matter entirely). To imagine a group of noblemen that escaped separately is a bit stretched with a game of this complexity.
I mean, this game has an immense number of events and messages (some of which by far surpass what can be thought of as "necessary" for a game to function or be realistic), I see this as a minor flaw that can be addressed fairly easily. Think of TW series where you are notified that a nobleman has "managed to escape" after the battle, for instance.
 

Andrzej I

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My problem with that is that those who fled are basically already represented by a separate unit on the map (whether one chooses to continue pursuing broken units is another matter entirely). To imagine a group of noblemen that escaped separately is a bit stretched with a game of this complexity.
The unit that flees after a loss on the battlefield would be those that fled in good order. By my earlier remark, I meant the deserters, entirely broken and not rejoining the army :)
 
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Stormwoken

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The unit that flees after a loss on the battlefield would be those that fled in good order. By my earlier remark, I meant the deserters, entirely broken and not rejoining the army :)
You have a point there. I would still prefer that to be said somewhere instead of me imagining it :D
 

Rawrschach

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After a battle you lose there could be a 10% chance of a small string of events to do with your escaping after a battle.

"The battle is lost. All around you your men flee oblivious to your calls to rally to the standard. A group of knights is riding towards you."
Choices:
Hide in a bush:

  • 25% chance of a ignominious capture as you stand to your waist in bloody mud
  • 75% chance the knights pass you by.
"A horse, a horse, my kingdom for a horse". You call to the knights, demanding a horse.
  • 50% the knights are your men and you are rescued.
  • 30% chance the knights ride passed you, almost hitting you, fleeing in complete panic.
  • 15% chance to your dismay your opponent, character_x of title_t, looks down at you, a slow smile spreading on his lips.
  • 5% chance your rival, character_y, looks down at your from his horse, "Well now, my king, what a situation we find ourselves in" king_z of kingdom_k dies!

And it would continue until escape, in a small rowing boat dressed as Wilfred the Nun, or capture.
 
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Inucroft

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Well, imagine a battle. You have the flanks, the infantry and the cavalry. The king, or nobles leading, aren't usually going to be in the thick of it. Stuff starts going bad and your left and centre start falling. So the king pegs it with his cavalry and nobles. By the time the enemy is finished butchering the peasants you're a few miles away hightailing it for a castle.

As for escaping from Iceland, imagine them hiding in some caves then dressing up as a woman to escape on a fishing boat to Norway.

In medieval warefair, the nobility led from the front, supported by their fellow knights. Then intermixed with them is the mercenary/professional soldiers. At the rear of the army, is the serfs/peasantry- because while the Lords may think little of them, they know without them they have no food/income/workers
 

Talq

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In practice, especially at the level of the map, there is no such thing as 'impossible to escape'.