I was working on my mod, and during testing, I noticed that casualties were *too* high, like WWI high;
I was trying to see why, and I checked the damage multipliers, but apparently it had slipped me that there were *two* of them [insert prequel meme], and I guess that's the culprit, but I was curious as to what the *exactly* do, like how do they factor into the casualty equations.
for posterity, I had changed them to:
LAND_STRENGTH_DAMAGE_MODIFIER = 0.5 from LAND_STRENGTH_DAMAGE_MODIFIER = 0.2
COMBAT_DAMAGE_MULT = 0.05 from COMBAT_DAMAGE_MULT = 0.024
and battles looked something like this:
While the I like how lopsided the casualties are, this is just *B A N A N A S*, I mean this is one of the saner battles, most of them were either one side get gets Cannae'd and the other Pyrrhos'd, or just the one side getting Cannae'd, and the other walking scot-free
So how do these modifiers work exactly?
I was trying to see why, and I checked the damage multipliers, but apparently it had slipped me that there were *two* of them [insert prequel meme], and I guess that's the culprit, but I was curious as to what the *exactly* do, like how do they factor into the casualty equations.
for posterity, I had changed them to:
LAND_STRENGTH_DAMAGE_MODIFIER = 0.5 from LAND_STRENGTH_DAMAGE_MODIFIER = 0.2
COMBAT_DAMAGE_MULT = 0.05 from COMBAT_DAMAGE_MULT = 0.024
and battles looked something like this:

While the I like how lopsided the casualties are, this is just *B A N A N A S*, I mean this is one of the saner battles, most of them were either one side get gets Cannae'd and the other Pyrrhos'd, or just the one side getting Cannae'd, and the other walking scot-free
So how do these modifiers work exactly?