The faster combat in RTW depresses morale more, and I don't think the AI considers that when deciding to send it's units in to fight. It appears to use morale in deciding whether to stay and fight or withdraw, and that's what I've observed in all the Total War games. After that, in STW and MTW, it will attempt to make direct attacks with units that are stronger than the target unit and indirect attacks with units that are weaker. LongJohn added some scripting to MTW to make cavalry flank more often, and stop the general from attacking.Originally Posted by screwtype
RTW seems similar, but a little more prone to make direct attacks against the weakest part of the enemy line while doing some flanking with cavalry. The timing of these attacks seems wrong, and is better in battles where movement speed and combat resolution are slower. In modded battles, where the fighting last longer you will even see the AI flank with infantry units, and it's effective. The number one cause of the AI failing in vanilla RTW battles is that its army routs. Obviously, the AI is underestimating the ability of its units to stand and fight.
CA could move away from an AI that tries to make individual unit matchups, and plays in a more grand tactical style which is actually more realistic. Have the army maintain the battleline, flank in force with a group of units that are suitable for that task and use a tactical reserve to block breakthroughs or exploit gaps that develop in the enemy line. Get rid of the low morale so the fighting can last longer. This means you won't be able to win with 10:1 or 20:1 casualties inflicted unless you have a much, much better general than the enemy.
The low morale is there for one reason, and LongJohn stated the reason during discussions about MTW. He said it's there so that you win when you rout the first enemy unit. I suggest that CA move away from that idea eventhough I know that some multiplayers want to keep it. The easy routing hurts the Strategic Campaign by allowing the human player to inflict massive attrition with practically no loss to himself, and in multiplayer it causes players to increase the money available so they can boost morale with upgrades, but that has the disadvantage of damaging what little RPS the units have in them.
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