orethan: In my experience two things happen when you lose a battle for your colony.
1. If all of your units are destroyed at the conclusion of the battle then you lose all the surplus units you were storing. That is why when I attack I do my best to destroy all the defending units.
2. If just one of your units escape then you get all the surplus units, expelled from your colony at the start of the next turn, that is if you have any. Sometimes you just end up losing them in the battle.
Hmm, have to test this, can be you are right. I mostly love my experienced commanders too much to allow them to die anyway (and that is what to happen if you kill off all your units in any fight), so I do my best to retreat when things get really bad.
A raid attack on large important colony might be exclusion where I would fight to last breath, but such not happens often if you are mindful of what you do.
orethan: Leaderless Colonies:
If you have a colony without a leader you have a standard of three attacks. If you control Temples of War then, depending on who you play, you gain 26 additional attacks; even without a leader present.
If you control an ancient ruin sometimes you get free warriors ranging from four-five hit points. I have had to control several ancient ruins to get level five native warriors, and they are beast.
Sure, you get special bonuses regardless.
26 (!?) attacks without leader? My best guess is, you control multiple Temples
and play as Native (then it 8 additional attacks per temple, as far I remember, so 3 Temples required). Maps with multiples of Temple and/or Ruins happens so rare you really have to generate dozens upon dozens in scenario editor to get that or be unbelievable lucky ;)
And it makes no sense, there is literally nothing to do with that much attacks (European player could use up to 27 in extreme case, Native don't have cannons so 18 attacks is all they ever could use)
orethan: I have always understood that charisma and reputation are what allow a general to field additional troops in excess of their allotted amount when defending a colony.
To be honest I not really understand either of those, but whatever the effects are they are so faint they surely not worth dumping points in anyway. I don't have recent tests with extreme values in either to refer to, but as far I see the command bonus in defense is flat 6 as far your own regular units are concerned.
In my best understanding:
- Charisma influences how many native helpers you can get, that is if you are in position eligible to any, and that all it does as far I see
- high Reputation will make AI enemies to retreat sooner, actually something I don't see as bonus at all in most cases. But can be helpful in town defense indeed.
orethan: I am not sure if it depends on how may forts you have, but I could see that having something to do with it.
Forts control how many garrison units you have (those low level units with red numbers).
To have garrison cannons you need higher than first level forts (Lvl 2 if I remember right, maybe 3) and there one per fort (per level?), but only up to 3 total. In short, it max out at 3 high level forts (or possibly just one Lvl 4 already, don't remember right now), more will not give you any more.
Once present, the garrison units will be there regardless of leader, and they are regenerated for free each turn, however, if multiple fights per turn happen, and you lose your garrison units in first, they won't be present for next battle in the same town the same turn.
orethan: But always station generals along a known flight path so they can intercept, weaken or destroy incoming generals.
True, even if you can't defeat the incoming force, you can use your fast leaders to slow attacker to a crawl with hit and run tactics, each successful intercept cost them a turn even if you retreat right away. That way you can prevent multiple attacks one turn and/or give you time to get ready. It is also crucial to intercept attacks that could be raids outside.
However, it often beneficial to take the risk and let the general battle to happen in town defense, the extra units defense gives can very much decide the fight (assuming you have those extra to field of course).