Presumably the impulse to flee is calculated at the time of combat. Could you not have the unit flee if enough elements want to?More important, morale checks: They worked based on the damage suffered by the unit, in terms of dead elements. I have to change that since elements will want to flee by themselves to keep the coding simple.
Mainly, I don't want to have units split up into fled and unfled elements.
Very good point, and I agree.Another point, is experience. I don't like it much the more I think of it. Although it makes sens in real life, on the time scale we consider, experience seems ridiculous. A same phalanx will probably fight 20 or 30 years away, and it would retain the experience of its members? I think experience was in civ because it was a way to force people to build barracks. I think training is more interesting than experience to model, and it has almost the same role in the model, so I'd rather use only training, not experience. It is interesting in the sense that a less-than-appropriate payment for a unit would reduce its training first, thus reducing its efficiency in an easily modelled way.
See my email - it might take some of the burden off!I'll start coding the new combat soon (1 or 2 days) and hopefully see what the results look like by the end of the week.
On all the other things you mention, I agree with your conclusions.
Cheers




on experience.
This is the first try where I got anything other than "go away".
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