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I created small regiments with around 100 men each (and crappy muskets) and made them reserve, so that they could buffer navy losses in case. (6) could prove a viable improvement
to vision mode, as I rarely use it for now (even with dedicated skirmishers). (7) SlowMo support your idea as well (vision is always nice to have). (8) One cannot direct winds.
I'd like to add that I from the start of my BC felt afraid of dying short when
I had to add S.O.L. into my fleet and not being able to support each with the crew to make them have almost two star level. Was anxious of Officer shortage before I noticed that they don't sawp off when progressing through chapters. I can't confirm they gain in stats just from being in reserve though (which would make it nice to recruit them aeap).
I am going to play the AC definetly now, thanks.
For me I always use grenadiers and then go full melee with equipment and perks
Maximum accuracy perk veterans with mid- to high- tier muskets are brutal, even at maximum range. They even do well with crappy muskets at maximum range.
Since all other perk benefits can be gained through officer and regiment growth, there's zero reason to do anything but Morale → Accuracy → Accuracy.
As for the rest:
1.) Marines are a bit faster and have a bit less melee skill than fusiliers. Grenadiers and skirmishers are the go-to late-game infantry for a large number of reasons.
2.) Musket stats are their own thing. The graph provides an (often inaccurate, but close enough) representation of their efficiency (accuracy) at various ranges. For reload, smaller numbers are better, and skills/perks modify the duration (by how much is unknown). For melee damage, higher numbers are better and it is improved by the melee skill by an unknown amount.
3.) That's odd. It's been a while, but I distinctly recall being able to review the performance of individual regiments.
5.) Because then you would realize that the enemy gets speed cheats for skirmishers and supply regiments. All musket range fans are the same. If you can shoot your enemy, they can shoot you.
6.) Select them all. Vision mode shows vision for selected units. Yes, it's bad UX. No, the dev doesn't seem to care.
7.) Because reasons. Use skirmishers or skirmisher detachments (regimental ability) to spot artillery. Having the high ground helps with LOS, but skirmishers are typically the only troops with enough scouting to find hidden artillery further away than ♥♥♥♥♥♥♥♥♥♥♥♥ distance.
Besides all of that, you can do the same exact thing to the enemy to the point where it's possible to beat most land battles with nothing but two regiments of skirmishers and as much artillery as you can get your grubby mitts on. The only drawback is you can't capture guns if you use artillery to kill the crew. Mortars work better for this in most missions due to their reload speed and effectiveness against infantry.
8.) Because reasons. Wind changes will only happen a couple of times per naval battle and always occur at certain time intervals. If you've done the battle once, it's easy to plan for in the future.