While I have not adjusted movement speeds myself, I can't say that the reasoning for doing so is bad. Part of the reasoning for doing so is spot on. The player is forced to micromanage (as the AI is doing--only the orders given often are nonsensical). You can't give generic orders and have groups respond independently. So arguments about viewing the whole field are moot. Friendly fire really shows the level of micromanagement required and how much speed effects it. Slowing down movement speed is one way to get some control. It is better than using pause all the time.Originally Posted by Ptah
Scale is a major factor. Units could not turn so rapidly in real life. That is another reason it took so long to deploy. The speed with which units zip about, particularly cavalry is crazy. Schooling fish has been an apt description. Since the human is stuck micromanaging 20 units independently (since there is no option for the AI to do so) and the distance scale of the lines is and order of magnitude less than actual because of unit size (resulting in faster resolution speed) the movement speed doesn't fit well with the game engine. I'm not at all certain how much it should be detuned. MTW's speed seemed about right as a compromise, so I can understand why folks have wanted to go back to that.
Actually, hoplite battles were single line affairs--moving Maginot lines. The "open field" comment does not fit the dynamics of that. The reason for the single line was that they were more "closed" positions (borrowing chess terminology.) When gaps opened, resulting in open field dynamics, bad things happened to the hoplites. This was the strength of the duplex acies and maniple system used by the Samnites against the Romans, and later adopted and modified by Rome into the triplex acies.
Most of the desire to adjust movement speed probably has to do with what happens when you try to engage the enemy line in a straight forward fight. You order your units to charge the unit across from them--simple enough. Then watch in dismay as your line criss crosses if the AI pivots its units at all. So you have to pause and alter orders. In reality this would be a general "advance and engage" order rather than being unit vs. unit every time. But RTW doesn't give you these kind of options, so "lead computing" results in a completely ridiculous mess as your units try to plot intercepts. The AI units do the same and utter chaos results. Adjusting movement speed is again a way to try to fix some fundamental flaws in the battle/command and control engine.
I am not saying that adjusting movement speed is the best way to confront RTW's shortcomings, but I can see why it is being done and agree with elements of it.
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