Gray_Lensman wrote:For everyone's information here:
I requested 5 new weather related attrition movement variables to be exported into one of the (.opt) files.
ClearAttritMult......(should be extremely small on a per day basis when moving)
MudAttritMult.......(even though the cohesion loss rate should be higher, the attrition rate due to Mud should not be much higher than Clear when moving)
SnowAttritMult.....(similar cohesion effects to Mud, but somewhat more severe attrition rate when moving)
FrozenAttritMult....(lower cohesion effects than Mud, but more severe attrition rate when moving)
BlizzardAttritMult...(high cohesion effects and the most severe attrition rate when moving)
Of course the cohesion loss rates will still be tied directly to the movement costs which is reasonable, but with these new weather related attrition movement variables, we can effectively separate the individual attrition effects from the movement rates by adjusting the above variables.
Also, if necessary there is actually a "CohMove" column in the "AACW_DB_Models.xls" file that can be adjusted for separate models if needed to fine tune Cohesion Losses due to Movement for the individual models. This should probably be adjusted last and only if necessary.
To summarize:
Once we have these new variables to work with, we should probably start over with the movement rates to bring them in line with actual historical march rates. (allowing for the new Divisional slowest rate effects).
After adjusting the movement rates, we can adjust the new variables for the differing weather related movement attrition rates.
Finally, (as needed), we can adjust the "CohMove" column entries as mentioned above in the "AACW_DB_Models.xls" file for specific models cohesion differences.
Lastly.
Thanks to Pocus for agreeing to implement these variable exports and let's have some patience in waiting for him to work out the complications.
Also, though we have had some disagreements, Thanks to Jagger for bringing this problem to the attention of everyone here and trying so hard to find a solution within the current game engine constraints.
Excellent! These parameters will help immensely in creating accurate march rates and attrition rates. Although I do not envy whoever is going to create the updated weather data. That is going to be a very challenging project producing realistic results for heavy mud conditions considering the many differing weather regions within the game.
The CohMove model parameter is useful for modeling the higher attrition rates of new troops while marching. Militia/volunteers/conscripts all have a higher CohMove rate which results in a higher marching, attrition rate for new troops. In addition, the CohMove parameter could be useful for modeling a very fast but low endurance unit or vice versa when combined with family type.
Unfortunately, the CohMove factor continues to tie attrition to movement. I agree with Runyon that marching was not a major cause for permanent loss of men. Stragglers returned to their regiment often on the very same day or by the start of the next march.
It does seem realistic that high cohesion loss due to marching temporarily reduces the combat power of a regiment. However the loss of combat power is only temporary as troops return to their regiments. Even low cohesion due to battle should not represent a permanent loss of men as again, the men eventually return to their units. Unless, of course, the army is completely destroyed.
Historically attrition rates were closely tied to the time in service and quality of the unit. Many civil war regiments lost hundreds of men within the first three to 6 months of entering service. Large numbers of recruits were lost to illness as they were exposed for the first time to various easily transmittable diseases. Many recruits were physically not suited to campaigning or the army life and were discharged. Those that enlisted for a bounty would often desert shortly after muster. For many reasons not tied to movement, a regiment lost a high percentage of their troops within months of the regiments creation. However as time passed, the survivors that remained were reasonably motivated, acclimated and suited for the army. At some point, the attrition rate drops to a very small percentage requiring severe events to produce high attrition.
Ideally, it would be very useful to have a separate attrition factor directly linked to models, but unrelated to movement, which would reflect factors such as illness, desertion, unfit men, bounty jumpers, etc.
With a separate model attrition parameter, we could adjust attrition rates to the units time in service. Volunteers and conscripts could have high rates of attrition which are reduced to very low rates once they upgrade to early war or late war status.
So a 1000 man volunteer or conscript regiment may lose 200 to 300 men over the 2 or 3 months required for upgrade to early war troops. Once the regiment upgrades to early war status, the attrition rate of the early war model would be significantly lower than the volunteer/conscript model. Thus a seasoned early/late war regiment might only lose 50-60 men a year to illness, desertion or various incidents vs the 200-300 over the first few months after creation.
The attrition parameter would simply deduct a percentage of men per turn. If you wanted, various factors could slightly adjust the base attrition percentage such as the season of the year, cohesion and whatever other defined factors might lower or increase attrition. The parameter would probably need to work with fractions of a percent such as 0.25% or 1.5%-very small percentages.
This sort of attrition factor, tied directly to models and separate from movement, could model the initial high troop losses when a unit is first created and then acceptable small attrition per turn once the regiment is seasoned.
Anyway, just a thought.
As an aside, it would also be nice to have the ability to model the lack of winter campaigning by cavalry. Lack of ready fodder kept most cavalry dependent on a steady and reliable source of supply which often was not available in the field. Cavalry could operate in the field during winter only if they brought along huge amounts of supply to feed their horses. So during winter, cavalry usually stayed near a steady supply of fodder. Although I don't have any quick and easy ideas on how to model this characteristic of cavalry.