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The problem I think I have here is that I'd only had three units engaged at all - one cavalry brigade and two skirmisher detachments. The rest should not have broken from that, no matter the reason. Even early in the war, units on excellent ground, with at least even numbers, and who had not been engaged, did not break and retreat all the way from Missouri to Little Rock. Even if morale was low, I would imagine the retreat would be after they were ordered to attack (if they decided they didn't want to attack and deserted) but not from sitting in place.
I think a big part of the issue is that the AI has the option to just decide they don't want to fight anymore, regardless of the battlefield situation, which then causes the battle to just straight up end. It'd be a much better result if they have to successfully withdraw from the field by pulling back to the deployment zone or survive until nightfall when they decide this so that cutting off lines of retreat actually has an in game impact.
This should also be true for the player. We should have to extricate our forces in a defeat instead of just hitting a button and everyone's fine. It would put an actual purpose to holding a reserve, identifying important locations and maintaining a secure road to the deployment/reinforcement zone.
That and honestly just get rid of victory points in campaign battles. It creates an artificial importance for those areas and provides an unrealistic means of tracking enemy movements. The ultimate goal is the enemy army, if holding a specific hill or crossroads is vital to that objective then that should suggest itself through gameplay, not an arbitrary marker.
The same should be true for the player also. A few units routing shouldn't mean that the battle is lost, the game shouldn't make the decision to withdraw for you. You fight to the last man, manually withdraw your forces from the map, or hold 'til nightfall.