long-comments ahead warning
motomataru said:
On a side note, I've finally matched Native unformed charge using formations in Custom Battle, but it takes a very active commandership. I still test infantry in formation as way worse than infantry out of formation--perhaps for a reason as simple as they don't split up and chase down Native charge cavalry that conveniently park 20m away.
regarding infantry, just a suggestion: vary spacing. I found that using default spacing, it isn't good against no formation coz the opposing side can gang up on a few of your guys while those agents further away in formation just stand there watching. Since there isn't a "guard radius" for the agents in a formation slot, the next best thing could be to tighten up formation, so that on average, when contacting enemies, we will have more agents per contact edge length. Bonus if there are long range weapons that doesn't need much space (like spears) where 2nd row can potentially attach as well?
Also, many times, I wished there is possibility of (automatic or commanded) rank switching when rank in front gets too injured: i.e. 2nd rank replaces 1st rank, 1st rank goes to back etc. This will greatly increase survivability. But I think this could be a minor feature which isn't critical.
I still believe that formations can provide real advantageous that doesn't need "cheating" (in many other games, formations gives artificial bonuses and penalties). E.g. if a phalanx formation can probably wipe out a like number of loose infantry agents, but it should be a function of battle mechanics (equipment like shield + long reach of weapons that don't need a lot of space which is suitable for tight formation).
And one more suggestion I have is: don't be restricted by historical formations. Although those are good references born out of real experience, the game-mechanics may not model reality well enough for those to work. Rather, think of how we can try to maximize our own troop's advantage if we had the power to micromanage everything. Except that the micromanagement is simplified into standing orders for formations.
Another thing I realised is that keeping to same formation througout the battle and expecting it to perform well all the time is not realistic. for example, when an infantry rank is locked into melee, sometimes, it is better that the whole formation temporarily breaks to allow your troops to surround the enemy (esp when they approach in a width narrower than your ranks). Your troops in formation may already have the natural advantage of being relatively close together while waiting for enemy contact. Bonus if your infantry have throwing weapons that could be expended before locking into melee ad stuff like that.
All in all, I don't know enough yet, but just discovering possibilities as I go along.
Another thing I find limiting is the game's use of dividing army by troop type. e.g. I can't split same troop type into 2 individually commandable "divisions". That sort of prompted me to do a little investigation into whether we can create temporary divisions by activating some pre-declared "blank" troops, then copy over all the troops data from existing troops, use them for battle, then latter join everything back.
e.g. say I have 100 swadian infantry.
I wanted to split into 2 "divisions", so I request for a blank troop (one of a list of dummy troops declared in module_troops.py) and then copy over all the skills/attributes and equipment etc, then remove 50 of original infantry and add 50 of the "copy".
e.g. assume I have 100 of 1 troop in a party troop slots
+ 100 swadian infantry
After the "dividing"
becomes
+ 50 swadian infantry
+ 50 swadian infantry (This is a copy, and have a different troop id, but display name stats etc is copied from original swadian infantry)
And since the two slots are essentially different troops underneath, they can be assigned to different divisions.
This can open up some interesting possibilities in battles even without formations.
This can be retained constantly (but takes up blank troops), or can be merged back into 1 slot after battle and only redefined before each battle (more complicated, and probably need some way to remember last division so that there is a default option that quickly setup divisions like last time)