This has been extensively discussed on forums. The morale calculation is pretty complicated in this game, and I wouldn't change it for the accuracy of realism and for the fact you will be throwing many things off balance. The reason why enemy units route so easily is not the fault of the morale system, but because you hardly ever face an enemy army led by a general who has higher command rating than yours. Nor would they survive to fight another day with their suicidal tendencies in a battlefield facing a human opponent.Originally Posted by NicSO
Lead your army without a general and you will find your army routing just as easily as the AI's.
Also, remember that defense skill value does nothing to stop a missile; only armors and shields may stop an arrow from killing a man. So, to balance the whole spectrum of making your man less killable, you have to lower the missile value as well. And I have an opinion that missile units are too over powered here. Even the advent of gunpowder didn't have the same damaging affect as arrows do in this game. Arrows just don't pierce through armors and shields, maybe composite bows of central Asia may have, but not in the scope of RTW. You may as well get rid of the melee units altogether in this game considering that some archers are advanced as an 18th century musket unit.
Most slingers save for the Balearic slingers remain at 4. But the Balearic slingers were reputable to exceed the skills of Cretan archers or arguably more deadly, so I gave them 8.
Most stock archers were rated down to 5 save for the scythian, dacian, egyptian, and other eastern stock archers. Mainly due to the fact that they were familiar with composite bows; they were given 6 attack. For elite archers, like the cretan and barbarian fantasy archer/melee units, I gave 8.
However, for foot javelins I raised it to 9 base and for mounted I gave 8.
You will find the game more challenging this way and realize how you've been exploiting the AI with overwhelming archer units.
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