But my point was, that in the next battle all those troops that ran away are fully restored, so yes the winning tactic is to have light cavalery to chase them down, (which is what they were used for in real life, too.)
So Sun Tzus advice to sometimes let the enemy run away on purpose, so their fear infects other enemy troops for easier future battles - is not captured.
Is that not modeled in that game, or is the effect so small that it doesn’t make a large enough difference?
But those are hardcoded algorithms.
The units do not really learn. (that would be awesome, but is very very hard to implement in realtime in a proper way) They just improve their stats with experience. So they get stronger in stats in either case, even when fleeing every single battle.
If you can rout the enemy force in TW, it then becomes massively easier to destroy them completely. Soldiers that are running away can't do much damage to their pursuers. As soon as you turn your back on your enemy, your chances of being killed increase dramatically.
If you rout your enemy in TW, you are offered the choice to accept a victory, or to continue fighting. Unless I'm bored, I always run them down; I don't want them retrained and reinforced, to come back later with added experience points.
In Napoleon TW, the best units for running down routed enemy troops are light cavalry. I suspect that's what lancers were really for.