The Military System, Its Flaws, and Some Solutions

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Chamboozer

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(This post is largely taken from a PN converation I had with Marco Dandolo this week)

With EUIV out for a while now I've been thinking about what parts of the game need the most improving and I've returned to the military system as being the chief problem. It's clear to see that the political boundaries, particularly in regions with many small states (I'm looking at you, Italy and Germany), are extremely unstable and lead to wildly implausible results within a very short timespan. It is also the case that a country, if it has its army destroyed, can easily find itself trapped in an endless cycle of manpower loss, military defeat, rebellion, and collapse - I've seen this most commonly in the case of Austria. In my opinion, the two phenomenon are intrinsically linked: the ease in which a country can become victim to a death spiral is the cause of the political chaos we see in Central Europe in every game we play.

This is fundamentally caused by the fact that wars are far more decisive than they should be. The people who complain that countries such as France are overpowered have it right, but the thing that causes them to be overpowered is the way land armies work in the game rather than anything intrinsic to the country in question. As far as the great powers are concerned, this is hard to observe because when a country such as Austria is defeated by France it can hang on to power for a long time, but is dramatically weakened because of the death spiral that occurs. It's easier to observe with the smaller states in Central Europe, which constantly rise and fall so long as there is warfare. A small country wins a war, expands heavily, then is suddenly cast down and another takes its place. The reason it happens is thus:

  • Armies have no reliable way to recover when they're defeated in battle. Because attrition has been nerfed (and scorched earth's duration reduced to a single year) there is nothing stopping a victorious army from chasing the defeated one to wherever its destination is after it's been shattered. Most likely it will take no attrition while doing so, so there is no reason not to pursue defeated armies except the threat of being intercepted by a second stack. Small countries can't maintain a second stack, so once their main one is defeated it has no way to recover and is utterly ruined. This could be fixed in a number of ways.

    1. Allowing armies to take refuge inside of forts. This was done in March of the Eagles and would be the best possible solution. There's no reason why an army shouldn't be able to avoid fighting the enemy by entering a fortress. Once there it could recover and survive to further defend the country.
    2. Increasing attrition for armies which go deep into hostile territory. With the current system there is basically no concept of defense-in-depth. Since an army of less than ~20k will take no attrition in enemy territory, it is free to roam around wherever it pleases. This gives an ahistorical strength to field armies and makes fortresses ahistorically useless. More attrition would make it more costly to chase the enemy multiple provinces deep into a country. This wouldn't help small countries much, but would be very important for making great-power conflicts more realistic.
    3. Make reatreating armies move faster. The army is retreating and is not maintaining itself in an organized marching formation. It makes sense that it would be able to move faster, and it's better for gameplay for an army which has been shattered to be able to outrun the enemy so that it has time to escape.

  • With the above changes, losing a field army would be much more difficult, but it would still result in complete destruction for the country which loses it, because the victor can rampage around the country destroying all the tiny armies which are being rebult before they can consolidate. This is obviously not ideal. It would in part be mitigated by allowing those armies to hide in fortresses, but that doesn't address the wider problem of small armies being utterly useless in combat. I've often had a 4k or 5k stack wiped out in only a couple of days by a 20k stack while dealing hardly any damage in return. The same problem occurs with ships. The fundamental issue is that all military forces should be of some use, even a 1k army or a single ship should be beneficial in some way to the war effort, as would have been the case in history. Improving the usefulness of small forces would also help tiny countries be able to resist the great powers. They could be enhanced in a few ways.

    1. Allowing them to garrison forts, as already mentioned. Tiny armies could increase the strength of fortified positions.
    2. Making them move faster. This is the most important point as far as I'm concerned. There is no reason why a tiny army should move at the same speed as a large one: the large one has to forage for food for a massive number of people, while the small army can easily get supplies and move on to the next area. The important thing is to make speed dependant on the number of friendly combatants in an area, not by the size of the stack. Otherwise players could exploit the system by splitting their armies into 1k stacks for movement across the country.
    3. Allowing small armies to toggle a command to avoid combat with the enemy (perhaps only when in friendly territory). This is something that was also in March of the Eagles that I think should be adopted. It would be good for every army to be able to do, because the system of forcing battle between two armies simply because they're in the same province is awkward and unrealistic in the first place. Battles were hard to force historically, yet currently if army A is set to arrive in a province 1 day before army B leaves, army B has no possible way at all to avoid battle. This is just silly and could be changed by the addition of an ability to evade, modified by the leader's maneuver ability. It could also be added to naval units, as forcing an enemy fleet to engage in battle makes even less sense in that context than it does on land (especially with galleys).
Marco Dandolo brought up the point that this could cause annoyance as the player would find it more difficult to corner enemy units, but the key would be to make this feature available only to armies in friendly territory, and for it to only work on average for 1-5 days (less or more for armies of varying size), giving a small but tactically decisive advantage to the defender in a war.

  • Lastly, and perhaps most importantly, is the basic issue of fortresses being unable to stop armies on their own. There are many famous examples from the time period of sieges failing without the need of any relief army, but in the game given enough time a fortress will always fall to the attacking army. As far as small countries are concerned, the problem is twofold: first, that once its army is destroyed it is doomed to its provinces being besieged one by one with no way to fight back, and second that it has no way to evict the hostile army from its besieging position.

    1. I've been arguing that this should be changed for God knows how long, but in a siege the besieging army should not recieve defensive bonuses from the terrain. When an army besieges a fortified place, it has to commit a great deal of its resources to surrounding the fortress and undermining its defenses. This means that it's not in a position to take advantage of mountainous terrain or whatever other natural defenses would normally aid an army stationed in the province. It's actually in a worse position than it otherwise would be because much of the army is not battle ready, positioned as they are in the trenches leading to the fortress. In fact, a smart relieving general (high maneuver) could even use the terrain to get an advantage over the besieging army, such as Sobieski at Vienna. Therefore, the besieging army should actually be the one to recieve a malus to its combat rolls when it's being attacked by a relief army. This will help small countries drastically (especially ones like Switzerland) since they won't have to keep suffering -5 to their dice rolls just to kick the French out of their own provinces.
    2. Forts need a way to fight back. Especially with the current system that gives attrition rates to the attackers near 0%, the fort should also get to roll a die every once in a while to decide how much damage it does to the besieging army. Make them deal extra damage during winter months. Sieges were not bloodless attempts to starve out the defenders, but involved constant exchange of artillery, gunfire, sorties from the walls, and so on. This element of siege warfare needs representation, and it will help prevent wars from being too decisive, as even an army which wins a major battle or destroys the enemy field army will still have to successfully carry out sieges against forts which do not fall easily.

These points about fortresses should perhaps be stressed further: there is no denying that before the age of Napoleon the capture and holding of fortified positions was far more important than victory over an enemy in battle. Currently, fortresses are useless without armies because they have no way to defend themselves. In EUIV a country which cannot achieve superiority on the battlefield is doomed to be conquered, but this was not the case in reality. It should be a viable strategy to focus on fortress defense.

Marco Dandolo said:
Historically, Venice wouldn’t have “won” the War of the League of Cambrai without that strategy. After the defeat of Agnadello, Venice was able to survive, because it concentrated on defending the cities, the Siege of Padua being the best example. There are other examples out there, but I think it’s the most noteworthy, because a mid-power survived an alliance of several super-powers (France, Austria, Aragon).

...

Like I said, I’m a bit biased regarding that topic, because I’m a fan of “Fortress warfare”. Fortresses should – like you said – work more like an opposing army than a static province, which continues to lose percentages. Until today, I’m disappointed that miners aren’t even represented in the game. Only occasionally, there is some “breach” in the fortress. A player should be able to take an active role in these actions, making sorties (with garrisoned troops) or taking miners in his service. Also, the player should have an interest to shorten sieges, because – historically – diseases or famine didn’t only affect the defenders, but also the attackers. The sieges of Rhodes, Malta, Ostende, Candia, Vienna and Turin were much more than “move troop to province, wait, win”.
CKII had some events considering sieges, and that would be a good start.

Yet that is exactly what it is now - "move troop to province, wait, win”. It's not realistic, it leads to implausible political chaos, and worst of all it simply isn't fun. Earlier today I saw a thread on how the 80 Years' War start as the Netherlands is essentially impossible because once the Dutch player loses a battle and his army is chased and annihilated, there is no possible way to defend the country against the Spanish onslaught. No representation of the famous siege warfare that went on in that region, or any region. This, before anything else, is what Paradox should focus on improving.
 

unmerged(584823)

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Well, I have nothing to answer that, I fully agree with you, MoTe gameplay is great, I thought they would retake it for EUIV, sadly, they just took a bit of it, if what you say could happen, in a patch or in a mod, it would make this game the best military simulator ever.
 

Bronsoner

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I agree with some, disagree with some as well.

I'll just point with what I agree:

1. Attrition simply doesnt work atm and needs a buff - presence of supply points and supply lines would add to the reality and gameplay
2. Armies evading combat - yes, you can't force a battle in real life
3. Fortresses doing damage - yes, small but still: more like CK2

All that said, remember that it's a game and it has to appeal to a lot of people. Some are having hard time understanding it already. More complex mechanics might be great for commited players, but hard to understand and properly use by less experienced ones.
 

Vishaing

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In Magna Mundi the Game we introduced/reformed two concepts which had major far reaching effects;

First and most importantly, Sieges became Provincial Campaigns, and consisted of far more than just attacking a Fortress, but also securing Roads and Routes, Farms, all of the Province. Because the Provincial Campaign represented more than just a Siege, the Defenders would actually fight back, and did so in a system that was an interesting mix of the normal Battle System and the Siege System. Should the Defender Lose, the Attacker takes control of the Province. Should the Attacker lose, their army retreats just as if it had lost a normal battle.

The Second one was shifting to a different set of combat phases and unit categories. Instead of just having alternating Fire/Shock Phases, it was far closer to CK2, with, if I remember correctly; Recon, Skirmish, Pursuit, and my favorite; Decisive Battle. This allowed all of the stats of every unit to come into play in every phase, very important considering MMtG also moved to a system with more unit categories like CK2, and designing purpose built armies was far more important than in EU. Decisive Battles were fun because they ended the battle right then and there, with massive casualties. Different types of armies might try to avoid a Decisive Battle and stay in Recon/Skirmish. For instance, Ottoman Armies of primarily Light/Ranged Cavalry would generally try to avoid Decisive Battles if they went up against Western Armies of mostly Heavy Infantry, while the Austrian Army so composed would try to force their opponent into a Decisive Battle. I won the starting war against the Ottomans by getting a skilled General who managed to force one of their armies into a Decisive Battle and completely obliterate them.

Alas.
 

TehJumpingJawa

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It doesn't address any of the issues raised by the OP, but I'd be interested to see army movement speed be inversely proportional to army size.

The logic being that logistically its far easier to relocate 1000 men in an organized fashion than it is to relocate 25000 men.
 

Fawr

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I agree with most of these ideas. Particularly the speed of smaller armies v larger armies. Although I'd make the mechanic's speed based on how many of your troops are in the province the army starts from so that if you split your armies they have to be in different provinces to get the speed up - Napoleon did this. Similarly making attrition higher in provinces which aren't adjacent to provinces you own (or the sea) would help with following defeated armies. Fortresses fighting back also sounds good.

However I don't agree that besieging forces should automatically forfeit their defensive bonuses. Historically besieging forces would setup two lines of defences - circumvallation facing the fort to stop them from sallying out, and contravallation facing out to protect against a relief army.
 

Chamboozer

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All that said, remember that it's a game and it has to appeal to a lot of people. Some are having hard time understanding it already. More complex mechanics might be great for commited players, but hard to understand and properly use by less experienced ones.

On the other hand, providing more methods for keeping armies alive would make the game easier for new players as it would be harder for them to lose everything by making a simple mistake.

However I don't agree that besieging forces should automatically forfeit their defensive bonuses. Historically besieging forces would setup two lines of defences - circumvallation facing the fort to stop them from sallying out, and contravallation facing out to protect against a relief army.

Which is entirely different from, for instance, setting up ambushes at river crossings or mountain passes, which is what the defensive bonuses are meant to represent. The besieging army is tied down at the site of the siege, unable to use any of the province's natural advantages because they have to sit in one precarious spot around the fortress. Field fortifications are normal for both sides to make use of (look at Peter's strategy at Poltava for an excellent example) so the fact that besiegers had them doesn't make it any different. The key element of this is that a large portion of the besieging army cannot join battle with the relief army since they're sitting in the trenches, so it makes no sense that the game treats them as if they're positioned in tactically beneficial parts of the province, 100% ready for battle, and simultaneously besieging the fort with their full strength.
 

unmerged(26764)

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One thing I would like would be to see a large portion of the manpower in an army destroyed by morale returned to the manpower pool. Those men aren't really killed. And in this time era, armies weren't taking huge numbers of prisoners of war like in World War II. When an army is shattered, the men mostly run away and go home. So they're available to recruit again.

Breaking a shattered army would still be useful. But the nation who lost it could spend the time and money to rebuild it. What I don't like is seeing 20k of manpower just wiped out in an instant because of a loss of morale.
 

NightKev

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The key element of this is that a large portion of the besieging army cannot join battle with the relief army since they're sitting in the trenches, so it makes no sense that the game treats them as if they're positioned in tactically beneficial parts of the province, 100% ready for battle, and simultaneously besieging the fort with their full strength.
Perhaps to siege a province, you must "commit" some number of forces who will not be able to immediately participate in a battle if the defender brings a stack of units over to try and break the siege; the less you put into the siege, the more you'll be able to respond to a counter-attack but the longer it will take to siege/etc.
 

nibble

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this is as real as it will get. there wont be any major changes to game mechanical even with DLC. like the dervs mention combat is just minor part of the game and thats not somewhere they are focusing on. So if you want real combat go try total war series or the upcoming rome 2.
 

Fawr

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Which is entirely different from, for instance, setting up ambushes at river crossings or mountain passes, which is what the defensive bonuses are meant to represent. The besieging army is tied down at the site of the siege, unable to use any of the province's natural advantages because they have to sit in one precarious spot around the fortress. Field fortifications are normal for both sides to make use of (look at Peter's strategy at Poltava for an excellent example) so the fact that besiegers had them doesn't make it any different. The key element of this is that a large portion of the besieging army cannot join battle with the relief army since they're sitting in the trenches, so it makes no sense that the game treats them as if they're positioned in tactically beneficial parts of the province, 100% ready for battle, and simultaneously besieging the fort with their full strength.

Regarding terrain a besieging army's defences will make use of high ground in mountains, and river crossings if any are nearby (and lets face it most cities are near rivers).

Depends. When besieging forts you don't need your full strength to starve out the garrison. Sure if you were in the middle of an assault, or fighting off a sally then things may be different, but numbers don't help much in starving an enemy out, and so most of them are available to fight. A small portion of the besieging army may need to stay in case a sally is organised (and the garrison should be able to sally out to help), but normally the numbers there aren't critical.
 

samxkim

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EU4 having March of the Eagles military combat system would make things way more interesting for us to play. It's not just defeat the army and chase to win (And vice versa)
 

Jomini

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A couple of historical points, these are not be confused as suggestions for gameplay but you are in error on several points:
1. During the EU era going deeper into enemy territory tended to lessen attrition rather than increase it. This is the age of armies marching on requisition and plunder, in home territory you normally couldn't just pillage the country side, but you could easily do it in enemy territory. Remember at this point armies typically only need powder, shot, and food to keep moving. Of those, food is found by moving into new farmland, shot is reusable/recastable, and powder can even be recovered from enemy supplies.
2. Besieging forces almost always developed defensive works. Further most of the key strategic fortresses tended to control the terrain advantages that give rise to the defensive bonus. For instance, Fort Saint Vincent was built to hold a valley pass through the Alps. A besieging force can quite easily set up earthworks and still fight with a narrow frontage and with the advantage of the high ground.
3. While sallying is known, many of the tactics employed by the besiegers are also lacking from the game - bribery, intimidation, and negotiated surrender (particularly if a relief force didn't come within a specified period of time) all felled many a strongpoint.
4. Defense in depth is not a particularly common strategic concern in this era. For instance, when Vauban surveyed the French forts, there were a grand total of 28 fortresses all at the border or one step removed. Likewise when Marlborough went through Bavaria, he found precious little defense in depth.


In any event, the big problem with armies is that winning a battle is pretty meaningless. Blenheim and Ramillies utterly reconfigured the negotiating table; comparable events in the EUIV engine won't even budge Warscore enough to demand a concession of defeat - let alone a province or two (or God help us, a country leaving a coalition). Because the AI doesn't put enough value on battles, the only way for players or AIs to get what they want is to siege down major portions of the country. This in turn requires either a lot of maneuver to make progress on your sieges without fighting, or whacking the the enemy army hard. If you do the latter, the only reason not to do it until the army dies is if you cannot afford it (either the manpower is too dear, or you are outnumbered overall). Of course, once you deplete all that manpower, everyone else in the neighborhood sees a pitifully weak state *and* less of a threat from the attacker.

No matter what you do, if your war is going to feature carpet sieges on all enemy territory as your final move, then you need to kill off the armies. Putting the army into garrison to recover (which is of course, completely ahistorical), isn't going to change that. Players and the AI, will just siege down garrisons and fight.

What the AI needs to do is say "you know what, I'm licked" I should give up X now rather than when I'm really screwed as the attacker will demand 2X and I become a punching bag for everyone else. " This means that a single siege and a big battle should be enough to throw in the towel on limited wars (and limited wars should have heavy incentives for the attacker to call it quits sooner too).

Otherwise, a viable field army is a threat to sieges. Sieges win warscore, therefore you need to keep down a viable field army. Therefore war will continue to ahistorically revolve on extermination of field armies and not just campaigns of maneuver.
 

Sorunily

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A couple of historical points, these are not be confused as suggestions for gameplay but you are in error on several points:
1. During the EU era going deeper into enemy territory tended to lessen attrition rather than increase it. This is the age of armies marching on requisition and plunder, in home territory you normally couldn't just pillage the country side, but you could easily do it in enemy territory. Remember at this point armies typically only need powder, shot, and food to keep moving. Of those, food is found by moving into new farmland, shot is reusable/recastable, and powder can even be recovered from enemy supplies.
2. Besieging forces almost always developed defensive works. Further most of the key strategic fortresses tended to control the terrain advantages that give rise to the defensive bonus. For instance, Fort Saint Vincent was built to hold a valley pass through the Alps. A besieging force can quite easily set up earthworks and still fight with a narrow frontage and with the advantage of the high ground.
3. While sallying is known, many of the tactics employed by the besiegers are also lacking from the game - bribery, intimidation, and negotiated surrender (particularly if a relief force didn't come within a specified period of time) all felled many a strongpoint.
4. Defense in depth is not a particularly common strategic concern in this era. For instance, when Vauban surveyed the French forts, there were a grand total of 28 fortresses all at the border or one step removed. Likewise when Marlborough went through Bavaria, he found precious little defense in depth.


In any event, the big problem with armies is that winning a battle is pretty meaningless. Blenheim and Ramillies utterly reconfigured the negotiating table; comparable events in the EUIV engine won't even budge Warscore enough to demand a concession of defeat - let alone a province or two (or God help us, a country leaving a coalition). Because the AI doesn't put enough value on battles, the only way for players or AIs to get what they want is to siege down major portions of the country. This in turn requires either a lot of maneuver to make progress on your sieges without fighting, or whacking the the enemy army hard. If you do the latter, the only reason not to do it until the army dies is if you cannot afford it (either the manpower is too dear, or you are outnumbered overall). Of course, once you deplete all that manpower, everyone else in the neighborhood sees a pitifully weak state *and* less of a threat from the attacker.

No matter what you do, if your war is going to feature carpet sieges on all enemy territory as your final move, then you need to kill off the armies. Putting the army into garrison to recover (which is of course, completely ahistorical), isn't going to change that. Players and the AI, will just siege down garrisons and fight.

What the AI needs to do is say "you know what, I'm licked" I should give up X now rather than when I'm really screwed as the attacker will demand 2X and I become a punching bag for everyone else. " This means that a single siege and a big battle should be enough to throw in the towel on limited wars (and limited wars should have heavy incentives for the attacker to call it quits sooner too).

Otherwise, a viable field army is a threat to sieges. Sieges win warscore, therefore you need to keep down a viable field army. Therefore war will continue to ahistorically revolve on extermination of field armies and not just campaigns of maneuver.

I agree 100% with this and what the OP said.
 

lebigmac

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Great points op, but a siege army of 20 000 isnt going to be "all locked down in siege". The cannons and a few thousand infantry would be. The cav, and a lot of the infantry should be able to take full advantage of terrain.

Great ideas like I said, but if we go into this level of detail, you should make sure everything is up to par with these high standards. Someone else mentioned logistical bonuses from having ships in the area if its a coastal province. Military tech level should also matter, at least late-game the concept of logistics became important irl.

Attrition is flat-out broken right now, with defensive ideagroup doubling the army size you can support in a province, instead of halving the attrition you take.

Another point : A reason that blobs tend to weather defeats better, and get less of them, besides being a blob, is that when a province changes hands in eu4, it loses all buildings. Thus after a while, a blob will have better infrastructure on its average province, than a small waring nation. Which is the exact opposite of what was intended with the MP cost on buildings in EU4 (which I disagree with, but thats another topic).
 

nijis

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I agree strongly with the idea that conquest is far too easy and defenders need a buff -- particularly those in remote, underpopulated, historically hard-to-conquer provinces. These are some excellent ideas.

Allowing small armies to toggle a command to avoid combat with the enemy (perhaps only when in friendly territory).

I agree strongly Players should have some ability to wage guerrilla warfare.


Forts need a way to fight back.

Amen.

During the EU era going deeper into enemy territory tended to lessen attrition rather than increase it ... in home territory you normally couldn't just pillage the country side

Quite the opposite. Early modern armies pillaged/requisitioned from home territory. It was important for armies to keep moving, but having a friendly army pass through one's territory could be just as devastating as having an enemy army.

The difference is that an army in enemy territory was at risk of having its foragers picked off by the enemy. Thus, I would suggest that if a defender can keep an army in the same province as an attacker, even avoiding battle, it would inflict a bit of attrition on the attacker.


the big problem with armies is that winning a battle is pretty meaningless. Blenheim and Ramillies utterly reconfigured the negotiating table;

I agree with this -- but the one thing that you don't want is for lots of very lop-sided battles, 20k defeats 3k, to determine war score. The main reason is that such battles would never have occurred in the first place - the smaller force simply would have moved out of the way.
 
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Jomini

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Quite the opposite. Early modern armies pillaged/requisitioned from home territory. It was important for armies to keep moving, but having a friendly army pass through one's territory could be just as devastating as having an enemy army.

The difference is that an army in enemy territory was at risk of having its foragers picked off by the enemy. Thus, I would suggest that if a defender can keep an army in the same province as an attacker, even avoiding battle, it would inflict a bit of attrition on the attack

I suggest reading Van Creveld's Supplying War, while friendly armies could pillage their own territory, it was uncommon and normally you just send out sutlers to buy (perhaps with promissary notes) the food you needed. Additionally while foragers might be killed by the enemy (though this was fairly uncommon until late in the era), this was more than offset by lower desertion. Plenty of soldiers would desert in home territory - they can blend in and make their way back home with comparative ease. An Austrian private deserting in France has a much harder go of it than deserting in Austria. After all, he doesn't speak French, he dresses like a foreigner, and he likely has no family network to support his desertion efforts. Back in Austria, he can just become a migrant laborer who looks and speaks the part while making his way to a kin network that provides shelter. Historically up until the mid 18th century, the further a marching army was from home, the fewer men it lost to non-disease/non-battle causes.


I agree with this -- but the one thing that you don't want is for lots of very lop-sided battles, 20k defeats 3k, to determine war score. The main reason is that such battles would never have occurred in the first place - the smaller force simply would have moved out of the way.

Well some. First off you would have plenty of battles in the early era where you have either staked ground defending elite long bowmen which would massacre anything but extremely heavily armored knights. On the other side, 3K heavily armored knights is more than enough to pound through pre-gunpowder infantry if they aren't highly disciplined pike. Most states should keep their armies in one piece and new regiments should be raised under the protection of the standing army. Detached sieges should be uncommon and very few states should have the odd wandering warscore bait. Only major states should ever have more than 2 armies. Personally, I think war score should be dominated by manpower as adjusted by morale. Low morale troops should count for less and when there is a significant manpower depletion peace negotiations should begin.

To balance this, the guy who majorly depletes a state's manpower reserve should have significant incentive to end the war for his war goals. Quick to negotiate when losing big has got to be balanced by quick to negotiate when winning big.