I've slowly realised how important command is in the battles. As England on early, you get someone called Strongbow Fitzgilbert or something who comes with 6 stars. I gave him a +1 star province title and another +1 star office of state, and soon he was up to 9 stars. He was incredible, carving a path from Kazan to Tripoli on escort duty for a crusade.
It got me thinking that the way command influences battles is a little cheesy - your men become supermen just because of their leader. Now, I can understand how some leaders may transform their men through training or inspire them to heroic deeds but I suspect that this was probably not the main way leadership affected outcomes. I was wondering about other ways to represent the main advantages of superior leadership in a game such as MTW. I guess a lot of the effects of superior tactical leadership - a Wellington or Longstreet - are ultimately up the player to catch through their gameplay. However, the quality of a general could still be modelled in some other ways, for example:
1) Choice of terrain - the better leader might be able to pick the terrain or have a wider choice of starting position.
2) Arrival of reinforcements - a better leader might start with a more concentrated army: set-up with more units and get reinforcements more quickly.
3) Possibility of an ambush - leadership might affect the likelihood of being caught at a disadvantage (eg your cav in a wood near enemy infantry; your army divided across a river etc)
4) Command and control - leadership might affect the speed with which units act on your command and the likelihood that your command might be ignored or misunderstood.
All these ideas seem feasible to programme within a MTW3 type game system; any reactions?