Today's developer update stated that
Limits on squad size are still up for discussion. There's no technical reason why you couldn't just stuff 100 dwarves into a single squad (though it would rarely be a good idea), so there might not be any meaningful cap. However, there should probably be a number of problems that arise out of having such a broad number of critters under the command of one officer. These could be handled by whatever mechanics come up when an officer is unassigned, dead or not present as well. I'm not sure what we'll end up with this time.
The major problem is that a single dwarf without leadership skills and traits (more on this in a moment) is simply incapable of getting 100 willful dwarfs to do as he says. I would say that the maximum number of dwarfs a leader can control should be determined by
- the commander's ASSERTIVENESS and ACTIVITY_LEVEL traits
- each member's COOPERATION and DUTIFULNESS traits (perhaps the mean of these?)
- the commander's Persuader, Intimidator, and Flatterer skills
So a "perfect" commander would be an expert in his weapon, 100% assertive and active, and have the ability to Persuade, Intimidate, and Flatter. Any troops under his command would need to do their jobs out of a sense of duty (DUTIFULNESS), a sense of cooperation (COOPERATION), or because they had been persuaded, intimidated, or flattered into doing the right thing. The commander's ASSERTIVENESS or his ability to just bug the heck out of them (ACTIVITY LEVEL) until they get the job done would make up for reticent soldiers. I think there should be a weapon proficiency check as well but I'm not sure how to look at that.
A way to model this might be to roll each of the relevant traits or skills as a series of random draws with outcomes from 1 to N where N is the dwarf's trait value, or the dwarf's skill XP divided by (oh, say) 100. Each season (?), every dwarf on the squad decides whether he's going to stay in the squad or abscond. Passing at least two "saving throws" keeps the dwarf loyal. Let's assume a failure value of (say) 25.
ExampleMorul, with Assertiveness of 90 and Activity_Level of 90, is an Expert (with 7500 xp) in Intimidator, Flatterer, and Persuader. He has been assigned to lead The Inept Pincushions, a squad of four followers; each has DUTIFULNESS and COOPERATION of 80 except for Urist, who is a 10 in both traits.
The odds of each good follower making the saving throws would be:
Assertiveness - 72%
Activity - 72%
Intimidated into following - 66%
Flattered into following - 66%
Persuaded to stay in - 66%
Stays for duty - 69% (Urist always fails)
Stays to cooperate - 69% (Urist always fails)
And the highest likelihood of failing all-but-one is the case where Assertiveness or Activity holds the line and the others all fail. Those odds are about one-tenth of one percent per dwarf per (seasonal?) check. For Urist, however, the odds of failing to stay loyal go way up. He's a horrible follower, so his odds of failing all but one check are about one percent. You can see that Morul could easily command a dozen followers for years without anyone washing out.
An average dwarf (50 across the board, Competent in social skills) leading average dwarves would have a tougher time. The social skills aren't high enough to give him any chance of passing those checks, so he has to rely on traits. All four trait checks have a 50% chance of passing for each dwarf, so failing three of the four passable checks will happen to 12.5% of his followers! If he were assigned eight dwarves, he would be very likely to lose at least one to disloyalty each time the check was made.
Just a suggestion -- and perhaps better suited to the suggestions forum? -- but I thought it might catch other Dev-Log followers and generate some discussion.