Last time (don't bother to look up) I wrote about inconsistency in unit costs. It's not only that.
I have searched and seen very little talk about automatic battles. The thing is that they are not balanced at all. I am one of those who don't want to command every battle personally, mainly because there is no challenge in the campaign if I do so. And it gets so boring, I want to get ahead with the campaign and do most stuff in the strategy map.
I have made myself some rules like; I can only command battle personally with faction leader (you are one man, not god), and to make the battles more challenging put troop limits. And try to get the AI to mass their troops for one big battle rather than many small ones.
-Seleucid troop limit for example: 1 general + 6 phalanx units + 4 whatever infantry + 2 scirmishers/archers + 2 cavalry + 3 siege engines
-Roman Troop limit: 1 general + 7 whatever infantry + 2 scirmishers/archers + 2 cavalry + 3 siege engines
Still I win too easily. I play on hard/hard, to give the AI 5000 gold every turn (keeps the poor factions in the game) and +4 attack +4 defence? +4 morale on the battle map. I will not use "very hard" because in strategy map very hard is totally mad, you guys must know. And in battle they get +7 morale on very hard, so just forget very hard.
Anyway the automatic battles are a disaster. For what I have learned is that automatic battles take into consideration when deciding a winner:
-troop numbers
-(melee?) attack
-hit points
There is also a bit of luck. Generals stars don't really have that much effect, only when u have some 7+ stars it has somewhat average effect.
At the moment if I put my Seleucid Silver Shields against some much cheaper 240 unit phalanx they will lose. Also hypaspists, sacred band, legionaries, gallic chosen swordsmen etc will lose against cheap numbers. So there is really no point in making those elite units. Also in battle map the Silver Shield for example is only slightly better than normal phalanx and it costs two times more!!!
BUT there is one more way to mod the units automatic battle ability. There is a second hp in export_descr_unit, it is the mounts hp, with cavalry it don't matter, but with infantry it has big effect on the automatic battle outcome. For example:
-when you have a seleucid phalanx with 14 attack, 1hp and 5 second hp and 240 men, you could calculate it's automatic battle power by 14(attack) x 240(men) = 3360 (this is the automatic battle power)
-then you have ptolemy legionary with 10 (melee)attack, 1 hp and 5 second hp and 160 men: 10(attack) x 160(men) = 1600 (battle power)
If you would like that the phalanx and legionary are about as strong then you could double the legionarys second hp to get this:
10 x 160 x 2(the doubled second hp; phalanx has 5 and legionary has 10) = 3200 battle power
Something like that. I hope someone will understand what I mean and I will propably edit my message later and comment more to make more sense.
Also one funny note, I remember seeing someone talk about... It was that the mercenaries should not be so good in maintaining public order. I have heard that if you put something like peasant_unit or whatever in their "attributes"? in export_descr_unit it will reduce their public order effect by 50%. I really need to check this one out and tell more later. If someone knows something about this then good.
And these issues are not only Extended Realism issues, but have always been with the game.