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For example I fought Carthage and they had 2 full stacks, one was coming in as a reinforcement on the far back corner to the right where the main AI army was setup closer to the front left. The reinforcing army didnt move until I attacked the main force. It came into the field and just stood there. By the time it started moving I was able to kill both armies one by one.
The second example involved 2 armies again but this time I had a force garrisoned in a city with no walls. Just the way the two armies attacked showed they were out of wack.
I know the vanilla AI and even DEI AI is nothing impressive in this similar situations, but it seemed worse in these two situations.
Which sieges i mean the AI used all the siege ladders on the same point so i could burn those easily. Maybe with more numerous armies they surrond the fortification.
UPDATE
Overhaul of unit stats part 2: focus on melee defense, melee attack (part 1 was morale stat overhaul)
Why? I couldn't believe hastati, principes and triarii almost had the same stats. I noticed that my heavy Sarmatian cataphracts were slow to kill off in melee low tier skirmishers. Upon reviewing ALL unit stats, I decided some tweaking would emphasize the difference, and lead to far fewer instances of units losing fights they shouldn't be losing
Broadly speaking, there are 3 categories of units and stats:
- levy\milita
- medium units
- heavy units
- heroic\elite units
I lowered levy and milita, skirmishers stats substantially, while trying to keep them still somewhat of a threat in melee. the next step was differentiating medium, heavy, and heroic units.
DEI vanilla does unit differentiation mainly through armor, unit mass, types of formation: this works well, but has its limits