RGA wrote:Here are the settings (I think) for controlling retreat logic. Any one know what they all mean ? Especially the ones in bold. Thanks.
// ********************************************************
// ***** CONTROL & RETREAT *****
// ********************************************************
ctlContested = 5 // Minimum control gained upon entering a region (if not passive)
ctlAllowRetreat = 5 // Minimum control to have in a region to allow a retreat into it
ctlRetreatAdjCity = 5 // Interest in retreating toward a region with a city (per level)
ctlRetreatAdjFort = 30 // Interest in retreating toward a region with a fort (per level)
ctlRetreatAdjDepot = 25 // Interest in retreating toward a region with a depot (per level)
ctlRetreatLandLink = 10 // Interest in retreating toward a region, value per land link
ctlRetreatPrevSubSpaceCoeffH = 500 // Coefficient applied to the interest if the region is the one where we are coming from
ctlNoBeachHead = 10 // Minimum control to have so that a region is not a beach/riverhead if you have to cross a body of water before attacking
// Added September 22, 2012
cltRetPenaltyPerNmySU = 4 // retreat penalty (in interest pts) for each nmy SU in retreating region
cbtRetreatMax = 100 // Max retreat chance
cbtRetreatBaseCoeff = 50 // base damage coefficient to retreat global formula
cbtRetreatCoeffChangeRnd = 10 // +10% retreat damage per round after the first
cbtRetreatCoeffBaseSize = 75 // 75 SU don't change damages because of size of retreater
cbtRetreatMoreSizeChunk = 1 // each 1 SU above BaseSize (75) leads to +1 damage %
cbtRetreatLessSizeChunk = 1 // each 1 SU under BaseSize (75) leads to -1 damage % (so 1 SU retreating = -74% damages)
cbtRetreatMaxSizeMod = 200 // Can't take more than 200% of damages because of big size
cbtRetreatMinSizeMod = 25 // Can't take less than 25% of damages because of small size
// added 120922
cbtMaxDmgReducScreener = 50 // *screener* can at most reduce dmg by 50%
cbtMaxDmgIncDisrupter = 50 // Each disrupter functions at +50% for retreat damage
cbtRoutCoeffDmg = 250 // if routing, x2.5 the normal damages EXP
ctlChgControlCoeff = 10 // Factor for amount region control can change
cbtPercDayBonusForRetreat = 500 // 5x Days per turn bonus in retreat (instant retreat)
i *think*that basecoeff is the trigger to think about retreating (ie once 50% of elements are damaged) modified by relative size and so on
Screener/Dsirupter are leadership traits in other AGE games, not sure if any commanders in EAW have these
The top block determine where a unit will try to go.
So you need at least 5% MC in a region, once you pass this then retreating towards a fort will be very attractive but depot will also be seen as viable. Finally, if you have moved out of a province to engage in combat, its almost inevitable you will retreat back there.
Its the latter rule that causes most problems (I think) as if you are caught retreating, your direction of travel has no bearing, just where you came from. I'd like some weight given to a 'where are you already ordered to go' concept.