Flanking always been a doom to ai in battles, and even though KAM came up with some ideas to fix flanking advantage in 1.1 i figure to share my idea in case if no one though of it.
Option #1- limit number of units each army can hold. For example army 1 can only hold 13 units in it, army 2 can hold 8 units, army 3 can hold 20 units, army 4 only 10 units. This way it becomes sort of like a game of chess. Player will not always be able to field full army and perform flanking maneuvers and AI will not always send full stack to blob a player. And even though AI is nearly useless on the battlefield, it will have a good chance to win if it fields a full stack army and player is only able to respond with 10 unit army.
Option #2- same thing, only make general traits or army tradition that will allow it to field larger armies. For example noobie general can only command 5 units, but later on after gaining experience and traits, it will be able to command more units. This way player will have to choose between quantity traits vs quality(bonus) traits. Obviously bonus traits will have to be rebalanced to make them worth using.
Unit limit will be randomly assigned or each army will have its limit preset, but armies that can hold all 20 units will be very few.
I have a feeling that it will not make much difference in the beginning when there is only one war, but later on when there is a war on multiple fronts it will become challenging on campaign map and on the battlefield.
This will also introduce effect of 'luck' since there is a possibility for things to work in your favor and to work completely against you, and there is not a thing one will be able to do about it.
Sieges might become a problem, it depends whether AI is programmed to understand difference between having 5 units in its army or 20.




Reply With Quote







