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I admit the paragon one is not as important. Might have to save that for a later post, if they implement the retreat at all.
The problem fundamentally comes down to players picking bad fights. Given how difficult it can be to pin an army down in the first place rather than have them able to simply run away again it makes sense to encourage the player to keep a reserve handy (to be fair you end up with much the same thing either way, given even if a retreating army exhausts you'd presumably need an army in position to run them down anyway).
I have more thoughts on this topic, but I left them out because I think the three points I suggested would form a strong foundation upon which to build more nuance and meaningful depth into the combat portion of the game.
Does that mean it is not yet possible to withdraw armies?
So warfare makes little sense. That's too bad. I actually assumed that such a self-evident feature would be fixed quickly.
Under these circumstances I unfortunately have to interrupt the game until the withdrawal of armies is possible, otherwise I'll be extremely annoyed.
So if no retreat is fairly historically accurate, any change would have to dig deeper into the details of unit speed, engagement distance, commanders, and RNG to account for weather, etc.....
Some similar thoughts have been posted in the Wishlist Thread here: https://steamcommunity.com/app/2021880/discussions/0/4852155556170133768/
Feel free to post there if you have not already. We're listening!
Thanks for posting!