Strat tests are done, and while I found some balance issues we might want to look at some day - the strats are working as described and correctly coded to do what they're supposed to do.
Archer Protection:
Infantry attack halved ✅
That lost damage redistributed as defense to archers ✅ (represented as defense gain)
Infantry Attack:
Infantry defense is gutted to 25% ✅
Remaining 75% is distributed as defense to other units ✅
Quick Retreat:
All unit attack, short, and ranged halved for both sides ✅
“Victory chance halved” (see notes below)
Anti-Cavalry:
Correctly increases pikeman damage vs mounted units with a 3.5 multiplier ✅
Other units get 0.9x attack (normal, ranged, short) ✅
Racial Strategy:
Human: Knight attack/short +50%, defense -25% ✅
Orc: Shadow warrior defense +2, their damage becomes entirely short range ✅
Elf: Mage defense +2, melee doubled, ranged +4 ✅
Dwarf: Melee -10%, enemy ranged reduced by shieldbearer %, shieldbearer melee doubled ✅
Gnome: Ranged doubled for both attacker and defender ✅
On Quick Retreat victory conditions
The attacker wins if:
They cause ≥ 35% casualties to the defender AND
They suffer less % casualties than the defender
This supports hit-and-run or skirmisher-style armies that:
- Don’t fully wipe out the enemy
- But inflict substantial damage
- While staying alive better than the enemy