
I have spent alot of time working out what is doable and what isnt with respect to the engine. I have come to the conclusion that while squares are a valid formation for us players the AI wont use them. Therefore I decided to look for a way to balance the game play that didnt require square.
Here's what ive looked at so far:
I have managed to modify the behaviour of cavalry to a certain extent so they are moved around the field like infantry, stay on horse back, will not dismount to range fire and will still autocharge at 100 yards. They have a superior melee weapon skill to infantry and are less likely to fallback/retreat when taking morale and fatigue loss. But, they will not charge if their fatigue is low (infact they will auto retire), they will take more casualties when fatigued and morale is low. There is also a chance that the cav unit will retire if taking casualties in the charge.
This means that a cav unit can charge infantry and has the best chance of success if high morale/fatigue and no casualties in the charge. Start taking those casualties and the unit is more likely to retire and will be unwilling to charge again until rested. Also cavalry will counter charge.
Cavalry can be used as a shock force or a screening force against enemy cavalry to protect your own infantry. I think this mimics the behaviour of cavalry somewhat realistically. This is not the end as im still tweaking the values as I come across any unrealistic outcomes, but now ive got the core done I can finish off artillery.
