
Originally Posted by
ToranagaSama
That "imponderable" as you put it should NOT be applied by the AI. Like Puzz3D stated such is chaos. It results in an 'implied' unpredictability, the game then becomes **random**; and as a result quite un-chesslike.
Not fun! Much like battles exist now in RTW.
The "imponderable" should be inputted by the Player through his actions or inactions. The AI should be effected by the "imponderable"(s) of terrain, weather, etc.
Rather than Chess, "clustering of random numbers" would produce a Dice game, as would the inclusion of even "occaisional" *inputted* imponderables into the battle calculations.
Imponderables s/b circumspect and (weather partially withstanding) the result of decisions of action or inaction. Such is war.
The fact of the matter is that in MTW, Peasants could repulse Heavy Cav, given the correct circumstances or "imponderables", such as weather, terrain, morale, fatigue, armour, bonuses, numbers, etc.
Certainly, 1st level (non-peasant) spear unit could do it given the right mix of imponderables.
This is what was so great about MTW, even more so than STW. Tactical **application** was the true key to victory (if you played the game honestly). The problem (which resulted in that which is RTW) is that so few players mastered MTW's tactical possibilities, and even fewer played the game honestly----giving the AI every advantage reasonable.
Reality isn't random, victory in battle (be it real world or STW/MTW) isn't random. RTW is certainly random---though, perhaps, not deliberately so.
The one thing about Puzz' testing is that I do not believe that it accounts for the "imponderables" as well as is necessary for the conclusions to be considered absolute. That is just my very humble opinion.
I recall many such posts in the early days of MTW. In the beginning (same with STW (and I might have been one of them), LOTS of people didn't immediately comprehend the full effect of the battle "imponderables". Most were used to a straight rock/paper/scissor model.
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