Exactly, This is my conclusion as well. I 100% agree.
The only tried and true documented facts I know of are that phalanxes would completely break after suffering minor losses (say losing as few as 10 of 200 men) within a short amount of time... as to the men, this meant the formation got outmatched somewhere and was doomed to fail. Im guessing because at some point units would try and fight through those few losses and eventually found that much greater losses and a total wipe soon followed. Often the huge casualties from these battles came from the chase after the route.
So hes right about a phalanx shattering upon immediate flanking. The idea was just to now even ALLOW flanking.
And often the only times that the 10-man-lost rule didnt apply was when fighting a non-phalanx unit, in which he non-phalanx unit always had lost much more than 10, so the winning phalanx unit would continue. But in a phalanx-phalanx battle, from documents iv seen, after one side lost a small handful of men, it was considered a loss and they routed to save atleast 30% of the unit.
However you cant simulate phalanxes shattering instantly from being flanked in this game for gameplay reasons. It would render phalanxes 100% useless as 1. Greek maps are too flat without hills that IMPEDE movement... so flanking is too easy and 2. Flanking is so easy regardless of the map, that if someone just sent one tiny horse unit alllll the way around the map and hit the general unit, game over.
So for gameplay purposes, it must continue to be this way because the game design does not support 100% accuracy.
















