What is the reason of cavalry flanking bonus of 25%/125%

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screwface

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Cav.flanking base is 2. With 25% bonus (Tech10) is 2.5 - I believe the numbers are rounded always down, so still 2.
So it's adding literally nothing more than 0% bonus do to flanking ability, unless you're Arabia and stack it with another 25% bonus from national idea. Same for 125% bonus (Tech28) against 100%.
(I'm not mentioning other countries with 50% bonus)
1643985147257.png

Similarly 20% Mughal's bonus for assimilating Evenki culture group. If it was at least 25%, would make sense to profit from Tech10/Tech28.

I know flanking ability is decreased by units strength but
2 * 1.25 (tech10) * 0.75 (strength below 75%) = 1.85 (rounded to 1) vs 2 * 0.75 = 1.5 at Tech9 (rounded to 1)
2 * 1.25 (tech10) * 0.50 (strength below 50%) = 1.25 (rounded to 1) vs 2 * 0.50 = 1 at Tech9
2 * 1.25 (tech10) * 0.25 (strength below 25%) = 0.625 vs 2 * 0.25 = 0.5 at Tech9 (i guess it cannot be rounded to 0, so is it 1 or 0.5 ???)

1643985168071.png


Or am I counting it incorrectly? E.g. tech bonuses, nat.idea bonuses and maluses are not multiplicated but counted together?

Thanks for any more clarification
(please note I'm not asking about usefulness of cavalry or its combat ability, just the pure number calculation for flanking)
 
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currylambchop

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Similarly 20% Mughal's bonus for assimilating Evenki culture group. If it was at least 25%, would make sense to profit from Tech10/Tech28.
Flanking ability multiplies the total flanking range, so at tech 30 20% flanking ability will increase the flanking range to 6.
 
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EarlKonrad

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Welcome to flanking range. One of those modifiers that were introduced to in a previous game and as design got away from it it just stayed as it was.

Flanking ability multiplies the total flanking range, so at tech 30 20% flanking ability will increase the flanking range to 6.

Isn't flanking range always applied to the base value? Or are different sources applied in different steps?
 

currylambchop

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Welcome to flanking range. One of those modifiers that were introduced to in a previous game and as design got away from it it just stayed as it was.



Isn't flanking range always applied to the base value? Or are different sources applied in different steps?
I tested it, at tech 32 Kazan (with 50% flanking ability idea) cavalry could flank 7 spaces instead of 6, which would be the case if it were additive
 
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