Fri Jun 10, 2016 7:48 pm
Not sure they would be OP if you gave them fewer hits, if anything I would think they would be worse.
Let's say you want a 10 hit element compared to the current 20. The element receives combat penalties if it goes below 50% of its TOTAL hits. In this case that is 5 hits vs 10 hits for the stock cav. Since the number of hits it will be taking from enemy fire is not going to be any different, it will last half as long on the battlefield before it begins to suffer combat penalties. Further, it will take less hits before it has to make shaken and rout checks, which must also be taken into consideration. Short of giving it more protection, you really cannot make it so that it takes less damage, so an element with the exact same stats but half the max number of hits will become shaken, suffer combat penalties or rout sooner than one that the full number of hits. As long as it stays combat effective, however, it will do the same amount of damage with the same percentages to hit as the full sized unit.
If you wanted to represent smaller units that were less able to deal damage to the enemy you would be better served basing your model on the normal number of hits of standard cav, ranger or mounted partisans but adjust the firepower and or damage downward. If you want them to be more fragile then give them fewer hits, but remember that they will break almost as easily as militia in combat. (Presumably they will have decent morale so won't fail shaken and rout checks as often as a militia would, but will have to make the checks more often than a 15 hit militia or a 20 hit cav element would have to.)
On a side note, the number of "men" reported by the game is for decorative purposes only. The basic unit of measure is "hits." The number of men displayed is calculated by multiplying the number of hits by an arbitrary multiplier in the unit's model. You can adjust this multiplier to anything you like in the game files so that your unit will display the number of "men" you want it to show. Mechanically, however, there is no part of the engine that does any kind of calculation using "men," everything is based on the hits. So you could go through the files and cut every "men" number in half and you would Poof! get a war that involved half as many "men" in each battle and half as many casualties. The costs, performance, number of units on the map, etc. etc. would be unaffected and the game would play out exactly the same way but the number of "men" participating and being killed would show as half as big, and it would still cost you the same number of replacement chits to bring them back up to full strength as if the number of "men" displayed were larger.
If you want to do this just because you think 600 "men" men is implausibly large then it is easy to do so, just change the number in the cav file to what you think it should be and presto chango, they now have fewer men. Their performance in battle will be unaffected and will not require any other scaling. If you want to make them weaker but make more of them available in the build pool or adjust their cost down, then that is doable too, though a different question and a more extensive modding task.