An option:
Have "Range" and "Speed" flanking types.
"Speed" flanking is useless when in a city.
"Range" flanking is only half effective on defence.
When you attack someone, you take your offensive flanking and subtract their defensive flanking. That is your chance to withdraw from combat.
Base flanking:
Archers/Gunpowder: 40%+ range flanking.
Cavalry/Armor: 50%+ speed flanking.
Seige: 60%+ range flanking.
Higher tech units get better and better flanking.
Range upgrades to Archers, Gunpoweder and Siege exist, and Speed upgrades to horses exist.
Have "Range" and "Speed" flanking types.
"Speed" flanking is useless when in a city.
"Range" flanking is only half effective on defence.
When you attack someone, you take your offensive flanking and subtract their defensive flanking. That is your chance to withdraw from combat.
Base flanking:
Archers/Gunpowder: 40%+ range flanking.
Cavalry/Armor: 50%+ speed flanking.
Seige: 60%+ range flanking.
Higher tech units get better and better flanking.
Range upgrades to Archers, Gunpoweder and Siege exist, and Speed upgrades to horses exist.