I don't know that anyone has proposed this (wouldn't surprise me if they had since it doesn't seem like such a novel idea), but it occurs to me that the autocalc could be made vastly better from a play stand point. How? Use actual player battle results to determine autocalc factors. Don't use "one size fits all."
When a player started a campaign on normal difficulty, the autocalc would be neutral. Battle results would be "scored" for when the player took the field. Autocalc factors would be adjusted from this score. The "battle memory" effect on autocalc might start to work after 3 or 4 battles, and might go 10 or more battles deep, being refreshed as new results come in, with old results being discarded.
The factors might be something like--casualty ratios for friend/foe, decisiveness (numbers of surviving enemies as a percent), chance of losing family member/captain, proportions of losses (elite, peasant, cav, light inf, heavy inf, missile units, or something like that.) If you were very protective of your commander, he might rarely fall in autocalc (although the hitpoint losses for him might be so low as to risk triggering coward traits, just as it should in normal battle.) On the other hand, if you had a habit of heavily engaging your commander and losing him periodically, that would carry into autocalc. If the bulk of your casualties was normally in your cav arm (or skirmishers, or infantry) then the same would be true of autocalc.
Autocalc could become a much more natural extension of the strategic game, so that autocalc would be used to avoid "tedious" battles, but without fear of frequent disproportionate results to what the player would normally achieve.
I'm not proposing to throw out randomness. The random factor would remain, but there would be additional factors.
Just thought of something else that would help the player to understand the autocalc results. In the post battle dialogue box, show what factors influenced the battle this might look something like:
Random = -10% (negative would be against player)
Battle Difficulty Level = 0% (for normal)
Attack = -30%
Weather = -20%
Terrain = +20%
Siege = Not applicable
Battle memory factors:
Decisiveness = +50% (player generally very effective at mopping up routers)
Losses by unit type:
Cavalry = +30%
Skirmshers = +10%
Infantry = -50%
Siege gear = -20%
General hitpoint losses = +25%
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