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'army_destruction_alliance_strength_ratio' or 'army_destruction_enemy_strength_ratio' is the point at which 'ume_concerned_army_destruction' would kick into effect. So once the army falls below that ratio then it goes into effect.
I've also been told 'army_destruction_alliance_strength_ratio' & 'army_destruction_enemy_strength_ratio' have a considerable effect but again don't want to mess with that just yet.
At any rate, thanks again for giving me more clarity of this. I am now, out of pure curiosity, see what a battle is like if I set the army loss penalty to 0
Then I lowered the penalty for the AI's general dying/fleeing in 'ume_concerned_general_dead_ai' (and related). My reasoning here is that the AI tends to suicide rush their lord (especially if it is mounted) ahead of its army. So the AI most of the time pretty much takes a huge leadership hit before the fighting even really starts, which seems to have a domino effect the whole battle.
There are a several things that effect routing. There's the leadership value for each unit, when this amount goes negative the unit will rout and trigger a cooldown when it can return to battle.
There's also a stat that checks how many adjacent units are routing and applies a flat negative amount for each unit routing, but this appears to be modified by if the unit is marked as expendable or not.
There's also a modifier for when an army is heavily outnumbered by the enemy which can proc a huge penalty on leadership known as army_destruction. Additionally there are two modifier for when your general dies that applies a battlewide negative leadership impact, one for the short term and another for for the long term.
You might also look at how much morale units are losing when they are in combat. There is also a leadership penalty if your units become tired. If you adjusted some of these leadership negatives too high to where the negatives outnumber the unit leadership then the units will rout.
I'd recommend you pause the game right when the units start to rout and look at the leadership tag on each unit and sort out where the negatives are coming from and where you can improve morale, or reduce the impacts.
If you could help I would be forever grateful :) if you are busy no worries.
Regarding the rank indicators, maybe have a way to either mouse over and see the number (like you can in vanilla) or maybe make it an item to be configured in Mod Configuration Menu to put it back to vanilla? Personally I just can't really read what the ranks are with the changed indicators.