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    Default Redux: size-settings...

    This is a reworked and updated version of the ”twin-article” from 2008 on size-settings and how it can influence the game-
    experience in general. I set up this specialized thread for the topic - as it is important enough - and for easy access.

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    Size-settings...

    To me it is obvious that both Redux and MTW are designed with default size-settings in mind. If we disregard personal preference as a valid factor, a quick look at the campaign-files and we got all we need to dismiss any other notion. Default-settings simply do better correspond to how both games are actually designed then any other setting does....

    I am not forwarding this “article” as to rob people of their size-preferences – those they happily can keep – but I am doing this as to examine the actual effects of size-settings if we outright ignore personal-preference as a factor - as we explore the aspect and its effects. Here I have done this out two of perspectives – the strictly tactical impact of it (battle-mode) and the strictly strategical impact of it (stratmap-mode). I also think that these findings can be applied for both MTW and Redux alike, despite their blatant and extensive differences.



    The tactical impact of size-settings

    There might be more aspects then the five I have focused on here and by all feel free to further comment or forward other and additional aspects that I might have missed here – of any relevant kind. Anyhow, the ones I have focused on are as follows.... (In spoiler)

    Spoiler Alert, click show to read: 

    • Time
    • Command
    • Efficiency
    • Diversity
    • Balance


    1. Tactical impact: Time
    -----------------------------------------------------
    The logic is plain and obvious, the more troops we have in one single unit the greater margins we get for errors. A unit that holds more men can simply survive longer, just because of that fact; it holds more men. Now, if a unit survives longer, even if we deployed it or used it wrongly or at least less efficiently. It also ultimately means that we have longer time to remedy a bad situation, thus the circumstances of battle becomes more forgiving to us. With increased size-settings, we increasingly get these circumstances and thus things get easier for us to handle with such setting…. Valid for both MTW and even so more in Redux.


    2. Tactical impact: Command
    -----------------------------------------------------
    This aspect is also heavily linked to time. The more time offered to us, the greater the likelihood that we give appropriate orders as we clearly can better assess the circumstances when given more time to do so. Thus command will be given greater advantageous circumstances in general due to increased time because of the increase in men that needs to get slaughtered before we can see results and that takes more time. That circumstance clearly makes it easier for us to give better and proper orders in battle. This is valid for MTW but even so more in Redux.


    3. Tactical impact: Efficiency
    -----------------------------------------------------
    Regardless how efficient unit X might be - the general terms apply all the same - the more quantity of men that needs to get killed before an enemy-formation is destroyed by unit X will counteract that efficiency by sheer time-increase. That is, if efficiency is measured by results and the time it takes to achieve these results. If so, then it is beyond doubt that unit X clearly becomes less effective as compared to default settings where the results and the times to get those results are faster. This is valid for MTW but even so more in Redux.


    4. Tactical impact: Diversity
    -----------------------------------------------------
    Diversity in troops is born out of the necessity for it – as in the margins are too small for us to ignore it. However, with enough quantity the need for diversity and specialized capacities eventually disappears. By that token, increased quantity of men in formations is more the just one step in that direction. With enough “big” formations (200men units for instance) the need for diversity decreases as such formations are enough in total to virtually ignore the details and aspects of diversity if these formations are numerous enough in total – as in the sheer quantity will prevail anyway and thus the need for diversity disappears. By increasing size-settings we clearly approach such outlined circumstances and as a result we can more easily get away with ignoring diversity due to sheer quantity in men at our command in each army. As a result, things do get easier to grasp and handle in battle with increased size-settings. This is valid for MTW but even so more in Redux.


    5. Tactical impact: Balance
    -----------------------------------------------------
    The visible and internal effect and gaps between “scalable” units will be smaller while non-scalable units in relation to the “scalable” units will be significant with size-settings. The overall unit grid – of which the “non-scalable units” is a part - will get increasingly distorted and skewed (in direct relation to the higher settings we use). That means that non-scalable units get gradually more irrelevant as their usefulness is virtually disabled in regards to all the other scalable troops. The relevance of 10man unit in the field as compared to a 200man formation of soldiers (at max settings) is virtually none. Even if they did somehow survive that encounter, they must do it all over again with the next formation they fight – and this in the same battle…

    The sheer numbers in the enemy formations is likely to simply “drown” such small units, if not successful the first time, the second attempt is even more likely to succeed at acceptable costs. The point of using such non-scalable units is thus virtually lost. Various levels of diversity are lost. The actual unit-grid balance is also lost. Quality in capacities is also increasingly irrelevant as we can virtually afford to ignore it with little consequence. In short, things will thus get much easier, both to grasp and handle as the complexity decreases simply because there is little consequence if we do ignore it – the sheer quantity will eventually prevail anyhow. Thus the balance is seriously damaged and distorted because several parts of the unit-grid have virtually ceased to function properly – or at the very least as supposed too.

    All this likely to result in that our solutions can get increasingly standardized by applying sheer quantity as a universal remedy for all problems we encounter in battle – we simply don’t need to bother with much else - that circumstance can hardly be categorized as balance in a tactical sense or in game-terms. This is valid for MTW but even so more in Redux.


    Conclusions: Tactical impact
    -----------------------------------------------------
    In short, size-settings do have an effect and impact on both Redux and MTW if we change it. The more we increase it – the easier games we get as a result – at least as far as the tactical impact is concerned. There little doubt that playing at maximum size-settings will never ever provide the same or as demanding experience as default size-settings does in a strictly tactical sense – due to reasons outlined above and regardless the game. For optimal tactical game-experience we have too apply default size-settings as there is no other setting that can truly match it in purely tactical terms – due to game-designs. We can use that insight as means to further “fine tune” our difficulty/challenge in our games due to size-settings – if we like - this beyond the fairly crude difficulty-setting alone. That circumstance could be valuable information to anybody interested in such things.


    The strategic impact of size-settings

    The effects of size-setting highly unlikely to be the on the stratmap as in purely tactical sense and thus it is meaningful to make distinction and investigate that separately – as I am attempting to do below. Anyhow, as I understand it, some relevant aspects are… (In spoiler)

    Spoiler Alert, click show to read: 

    • Cost
    • Army-quality
    • Start-up distortion
    • Province control
    • Slowed pacing
    • Sieges


    1. Strategic impact: Cost
    -----------------------------------------------------
    The higher size-settings we use, the higher costs of troops we get and that circumstance will have an impact on the game. With increased unit- and support-costs the likelihood of getting all the troops we want are less likely to happen – especially so at the beginning of a campaign – and especially so for Redux as economics are less forgiving there. These circumstances will on general terms make things harder for the player. However, the AI economy will also suffer and thus it is likely to be more “reluctant” to go for expensive (but valuable) units – especially so in MTW. This will make things slightly easier on long term for the player. So, it is unclear what the dominating effect will be in this aspect...


    2. Strategic impact: Army quality
    -----------------------------------------------------
    Higher unit size settings will probably also result in a slightly lower overall quality in armies during the campaign because it is usually too costly to recruit expensive formations (especially in the beginning). Thus the frequency of more cheap units to appear during the game is likely to increase. This is more or less true for both Redux and MTW – but especially so for MTW. Thus creating the general effect that the opposition is probably less advanced and capable which on a strategic level makes circumstances less threatening for the player. Thus, things do on general terms get easier rather then harder as a result…


    3. Strategic impact: Start-up distortion
    -----------------------------------------------------
    As the initial units at start-up does not scale with the size-settings - the enemy territories and especially rebel ones has obviously a decreased capacity to defend their regions in the long run as these units/armies are not scaled with everything else. Thus with increased size-settings the initial and actual influence of the player is increased somehow due to size-settings – as it easier to expand on underpowered rebel-armies etc. initially. Thus the game get easier somehow due to this circumstance, both in Redux and even more so in MTW.


    4. Strategic impact: Province control
    -----------------------------------------------------
    Many formations/units get bigger with size-settings - the amount of actual units required to maintain order in provinces decreases thus. A 200man (max settings) unit will obviously be twice as effective as a 100man (default setting) unit for instance. This ultimately means that, more units can - and will - be used for “active service” elsewhere. This is especially true for Redux but also to a lesser degree in MTW as well. After all, it does require less actual units to maintain proper order in a province while at the same time the unit’s capacity to withstand possible losses is doubled - if forced to fight. However, the time and cost the get the 200 men in place in province X is the same. All this while it is only 1 unit on max while in default it requires 2 units (which individually can not withstand losses as successfully anyhow)… In essence, things do get easier to handle yet again due to this aspect.


    5. Strategic impact: Slowed pacing
    -----------------------------------------------------
    Using maxed size-settings means that it (usually) takes longer to acquire troops and to build up functional armies. On a strategic level this means a slowed overall game-pacing in (most regards) and that will eventually and in the long run benefit the player more then the AI. If nothing else simply because the player can - and will - better utilize that extra time provided then the AI. Furthermore, an army lost will take longer to replace – that circumstance will also eventually benefit the player more for the same reason – players will use the extra time better then the AI will. As a result this will make the game somewhat easier to overview, predict and handle – in essence make things easier somehow due to this aspect.


    6. Strategic impact: sieges
    -----------------------------------------------------
    Castle garrison-capacities don’t scale at all so size-settings will obviously influence sieges somehow on a strategic level - as (usually) more men per unit means that sieges will be shorter and thus less relevant for the game on general terms. If that creates an easier or harder game is unclear but it seems probable that the AI is likely to benefit more from this circumstance then the player – as it is more inclined to actually do sieges (while not assaulting as it probably should and could). Shorter sieges mean that troops can faster be used elsewhere for other tasks – that much is clear anyhow. This circumstance is valid for both Redux and MTW alike.


    Conclusions: Strategic impact
    -----------------------------------------------------
    On general terms size-settings will gradually create an easier game the higher size-settings we use – due to outlined aspects above – max settings will yet again create the easiest of them all. The increasingly skewed and unusual circumstances that size-settings create on this level are hardly small enough for us to simply ignore (at least combined). It is fair to say that it does have an effect in the game and it does make the game somewhat easier in general and in the long run (probably more so in Redux then in MTW - due to economics, rebelliousness etc. etc.). As a result we should consider this reality well before any such changes on size-settings are actually made. That is, if that factor is somehow important to us as we play either game.


    Closing remarks on size-settings

    Size-settings certainly do make an impact on both Redux and MTW – as increased sizes do create and generate circumstances that increasingly are easier to handle for us. On max settings it is easy to abuse – let’s say the hardcoded retreat behaviours of the AI. The greater unit size you set, the more easily you will able to trigger that behaviour in the AI, even if it is unintentionally. We can in such ways virtually scare the enemy to “retreat to death” – without any fight – provided the correct conditions for it of course. The sheer weight of numbers also brings several other drastic effects to the game-experience; battles will get less complex and more forgiving, provincial order is easier to maintain and the overall slowed game-pacing will eventually benefit the player more then it will the AI etc. etc.

    I have attempted to bring light to some of the actual effects on either game due to size-settings if these are changed (increased) – while disregarding personal preference as a factor. That means that people can still prefer whatever setting they like, it is still their privilege and headache - to me that is irrelevant here as it is not factor considered in this context.

    It is clear that due to size-settings – we can indeed further fine tune difficulty of both games if we like – beyond the crude difficulty-setting as that alone does not define or influence our experiences with either game. Size-settings do it as well…


    Discuss topic and findings at your discretion.

    - Cheers
    Last edited by Axalon; 08-02-2011 at 17:29. Reason: update...

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