Could you please balance the way those retreats are done ? Because a 2 dude army can run and run and run away and it's very hard to catch them.
This may be the most annoying gamedesign mecanism people see after playing just a few hours in your game(s)
There should be ways to avoid conflict, but not so easilly, with no cost, like this. Players invests a huge cost to catch guys, and they flee with no cost, this is really frustrating.
There is many ways to correct this because you no take into account army supplies now (which is a great great idea). So I would fix this like this :
1- actually retreat seem to give you full normal mode to march mode movement points (not sure about this).
- Solution : next turn they have 80% of their movement points.
- Reason : they would have to re-organise first.
- Why it is a concern : this is not usual march, this is "out of turn" march. Which is stronger because it is a bet where odds/gains are like either he comes and I loose the normal mode, either he doesn't come and I still get the normal mode.
100% win scenario : never march away. At the begining of my turn I have odds of normal mode rest vs 0% odds of normal mode rest if I march away.
So this situation should have to be "bough", aka hava a cost.
2- actually retreat seem to not change anything to supplies (not sure about this).
- Solution : an army fleeing lost 50% of their supplies.
- Reason : they did not have the time to pack their things up.
- Why it is a concern : an army retreating is still fresh. It should panic a little. Lost suplies would make them disband in the long term or have middle term going home goals, which would be a good simulation of what problems a retreating army would face I guess.
3- if an army fled last turn, they still can retreat nex turn again.
- Solution : if an army fled last turn (aka they had point #1 20% movement malus), they could be catched by marching units.
- Reason : chasing armies should be exausted but still attains their goals if they really needs it.
- Why it is a concern : an army retreating can "kite" a stack until he goes into one of his castle. This is gearing the game toward defense and position, and doesn't favour counterttacks.
Btw, as a programmer, I know this is less easy to do, so I would do this like this :
- if an army have fled at the end of one's turn, I would give them a 2-turn malus with no effect, like "Fleeing".
- adding a 2 turn "fleeing" status add new turns to that status, then are cut to 2 turns (add the turns, then modulo 2).
- a marching unit then can only attack armies that have that "fleeing" status.
The hardest part of this is calculating the involved costs to feed the AI engine, so it can make a good decision (fighting cost vs fleeing cost).
Anyway, if those effect would be just there for a start, I think you would have corrected a huge problem in the design.
Many many thanks for the reading, cheers.
P.S. - 10 years ago, I talked there about 3 kingdom chineese idea, so I'm very (²²²²) please !