Quote Originally Posted by Nelson View Post
I always want my guys to have the greatest staying power. In game terms that means high morale and armor. I don’t much care how long it takes me to kill them as long as the other people quit fighting first!
When the other have to quit first, wouldn't it make sense to try to balance the stats?

Quote Originally Posted by Jarmam View Post
Not knowing what charge bonus does (does it affect 1 attack? For 3 seconds? What if you just run into a unit and don't specifically order a charge) or how attackskill works vs defense+armor (why do Katanas beat Naginata Samurai when the Naginatas have more attack+defense+armor - is it attack being more effective, defense or armor being less effective or what gives?) just means Im drunkenly stumbling around in the dark as to what Im doing. If I think attack+defense+armor equals chance to win a direct melee fight, but your Katanas humiliate my Naginata, it feels like you just pulled out a joker and beat my full house with a "lolapallozza"-combination that works in this particular casino. I wouldnt know what just happened or why it happens consistently (aka not as a function of randomness). Such things bother me :p
It seems a Katana has a bonus against infantry and a yari has a big bonus against cavalry.
I also don't like not to know, how everything is calculated, but my tests seem to confirm, that one factor of the chance to kill in mellee is :attack/(def+armor) and for ranged 1(unkown factor(bow?)+armor)