Quoting cpl_rk,
reply 9
What would've been nice is, instead of the huge jump from 1 to 4 to 8 man squads we had a gradual jump of 1 to 2 to 3 to 4,5,6,7,8. where each level would not be so huge as it is now, also a similarly armed 3man squad, for example, should have a decent chance agains a similarly armed 4man squad, say (1-N) where N=3to4 odds or 1-.75 = 25% chance of winning.
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2 is still twice as powerful as one though. better to start with 4, then 6, then 8. or something. personally i think that more "obligatory" warfare techs is a bad idea. people already focus on it too much anyway.
True, but you can say the same thing about 4 & 8 man squads: a 4 man squad is 4x more powerful than a single .. but still it's only twice as powerful as a 2-man squad, giving some leverage there. It should not by an "auto" win for a 2 to 1 odds (assuming squads are similarly armed). even at 4 to 1 the single should have a very minute chance of winning, say 3%. "Obligatory" techs would not be so obligatory if 3man squads had a reasonable chance against 4man squads (as it should be), or 5 vs 7 for example, thus some players may opt to research up to 3man & then research something else whereas others would go to 4 before researching magic, for example. There's also a cost factor here, a 3man squad would be a little cheaper than a 4man squad, which would tie more nicely to an empire's resource availability & gold revanue. The cost difference between single guys and 4 or 8 men squads is *huge*.
The real problem with the combat system is simply the way it works: moving first as the attacker is wayyyyy too powerful. I always kill 90% of opponents on the first round of combat: between spells, archers, summoned monsters with boulder blast & fireball. The human player is unbeatable. The turn-based combat system in this game is broken. There needs to be either a radical change (such that the attacker cannot attack all at once), or a RT tactical system needs to be implemented which is resolved on "auto" & players have no control. I'd rather have that than the broken, un-loseable tactical combat system we now have.
I had this battle last night that was unbelievable. I declared war on both resoln & umbar who bordered each other. There was this massive group of resoln on the border which also happened to be next to a mountain chain. I moved one of my uber groups on a hill-road and attacked the massive resoln group on my 1.5 mp. At first I thought there was a game bug, because I attacked and there was another group, attacked again, another group .. I literally went through 30 minutes of combat wiping out a couple dozen resoln groups that were stacked up against the border of umbar & the mountains. I realized that what must've happenend was that these resoln groups had gotten "stuck" somehow and could not move. It was unbeleivable. There was a huge patch of very nice uncolonzed land with gold, crystal, food resources, ancient temples on the other side of the mountains, etc.. So all these guys (which included pioneers) were unable to move past the mountains & border of resoln because they got "stuck" somehow and the AI was not intelligent enough to circumvent such a basic obstacle as a terrain/border block. In my last game the sovereign of yithril got "stuck" in a 2-square area between my zone of influence and tarnith's. It was "stuck" there for more than twenty turns (didn't cast teleport, which I made note of). Eventually they "disappeared" when the zone of influence grew and the 2-square pocket disappeared.
Guess what I'm trying to say here is that this is a much higher priority from my POV than diddling with squad/types .. I mean getting the AI to actually "use" its resources in a halfway intelligent way. As I noted, this is not the first time I've seen the AI get itself "stuck". I've been able to manually cause the AI to do this with strategic positioning of a few single man scouts. You can block up a whole AI pioneer platoon with a couple of well placed scouts. The AI just keep builiding them & they go to the same square. You can literally block up dozens of AI pioneers this way & the AI town just keeps churning them out over & over turn after turn. It's funny in a way but also sad seeing such ineptness in a game AI.
The way to win every battle in this game is simple: attack first. That's all you got to do. All you need in a group is a mage or two, an archer or two, and three or four summoned units preferably earth giants with boulder throw, and one maceman group. Don't even need an uber stack, as long as you attack first you've won. You need to make sure the opponent doesn't attack you first, which is easily done by having "wingman" groups. Two strong groups is actually better than one uber group IMO.