2VDV_forever: I will try to anticipate the results of your tests:
1) The first battle of a session can be anything (any damage, any morale and luck for anyone);
2) In all other battles, the damage will be fixed (the same from battle to battle), and luck will only come to the peasants at the end of the first round.
I suspect that you and I are conducting tests in approximately the same way: we look at who will have luck/morale (in particular, we expect luck for the peasants), and then, at the beginning of the second round, we run away and reload again. By doing this, we will always catch the luck of the peasants, starting from the second battle of any session! The game really saves(!) R after running away!
It's very good that we are independently coming to practically the same results and conclusions!:smile03:
Indeed, I actually always ran away after the peasants got a lucky hit!, i.e., at the beginning of the next 2nd round!
And when I was lazy:o, i.e., I understood that they would get a semi-lucky hit, I ran away before their turn, and this can explain the phenomenon of "random battles" in my table, after the first round!!:smile03: !
Great AlexSPl! It seems the problem is solved!
Respect!
For the sake of a clean experiment, I recommend starting a new session each time or, at least, not running away during the cavalry's turn. Then the probability of luck coming to the peasants should decrease sharply. And with the current approach, it will be 100%, starting from the second battle of any session.
I will definitely try! Testing continues, although this battle is already a little tiring:smile40:
I also found the upper limit of the number of possible battle maps with fixed player actions - 1000.
P.S. Today I was testing for about 5 hours....:smile33:
Sincerely, VDV_forever