Tried out some Quick Battles, and I can't figure out why the mode is designed the way it is.
The budgeting system SEEMS to make sense, but in practical terms, it doesn't work, because quantity always beats quality, and the costs don't reflect that whatsoever.
In other words, because higher cost units only perform a small fraction better than lower cost units while costing upwards of double their price, it doesn't make any sense to get higher tier units and have an army half the size of your enemy's, since they will crush you.
By the same token, ranged units also don't make sense, as the opponent can easily field nothing but melee infantry, and given how tiny even the most elite archers' DPS is, they simply don't accomplish anything before being tied up.
And that brings me back to the army setup lobby: since you can't see your opponent's army and adapt accordingly, every match is decided before both players even press the Start Battle button, because it's entirely possible to end up in a battle that's 18 low tier units versus like five or six high tier units.
Not only is that possible, but it's the only kind of battle that ever happens, because, again, you don't get to see your opponent's army composition beforehand (not that you necessarily should see the exact units, but at least some sense of quantity maybe) and there is no other way to ensure that both armies have sufficient unit quantity to have a balanced matchup.
To put it simply, each Quick Battle is a dice roll without any feedback from the game before the battle starts.
Does anyone know if there are any plans to fix this, or is Quick Battle mode just considered a side mode to screw around in without any serious balance intentions?