I think chain routes accurately portray the real battle conditions of the time.
How else would there be such decisive battles where the contrast of casualties from two opposing forces was night and day? A greater portion of the killings was from the fleeing enemies.
It was a major issue for the generals to keep their troops from being disheartened by routing friends next to him. And this is easily imaginable, no matter how resolute you are in your heart to fight bravely, you will not stand alone against the charging of an angry mob. And the morale was particularly devastating for soldiers all of a sudden being attacked from the rear. The importance, therefore, in checking the enemy to exploit any gaps in the line or maneuver to attack the rear was a matter of life and death for an army.
So this chain routing factor puts another dimension to the game, or the need for reserves. Having experienced troops forming a second line is needed because they can quickly move up to engage the enemy unhindered by fleeing mass of the inexperienced troops in front. In turn, the routed troops could reform in the rear to engage for support and as altering reserves.
But the problem of this set up is that it seems a too complicated matter for the AI to manage, often facing a human player with better generals and higher quality troops. When facing a battle not resolved automatically against a human opponent, it loses too many of its generals to have quality forces that won’t route. I think it is a simple matter of programming to make use of the delicate matter such as this to best use of formation setup and have it fight a battle in phases accordingly. Instead it throws everything it has to the weakest target nearest its units, not excluding its generals.
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