In other forums I have read about "flat balance" as well, sometimes even for non-RTS games.
http://forums.relicnews.com/showthread.php?122425 (from 2005, that is before zero-K or CA)
Google_Frog wrote:I was a bit unclear there. By "some other unit" I meant "the ability to produce some other unit" (as in teching). So being able to produce unit A does not make it pointless to produce unit B. I don't quite know what "unit-choice in players factories" is. Is it your own factories? Enemy factories?
I meant that "unit is viable" depends on two things:
1) Can I (I, as in the player) make a unit that is better?
2) Can/does the enemy do/produce something that counters my unit?
Most units are able to fight most other units but that is not the same as units being effective against many other units. Each unit type is certainly not effective against many other units. Zero-K balance is actually pretty extreme in the sense that some units completely roll over other units. You don't see this happen particularly often because people use many unit types in their armies to make them able to deal with many things.
I think in practice it means almost the same:
In zero-K most units are allrounder enough, that they can deal okay with many situations.
(exception: artillery and anti-air)
If two armies are of similiar metal value, then rarely will one "completly roll over" the other.
But even if there was more hard counters: "people use many unit types in their armies."
Maintaining such mixed army is very easy in zero-K:
Each factory can produce all needed unit types, and all units cost the same resources.

To me, that too is flat balance.
On other hand in Age of Empires, a mixed army is harder to maintain: One needs different buildings, unit cost different amount of resources. (gold, wood, food, rock, not in 1:1 ratio)
Also if someone has an army which is very vulnerable to counters they will try to make sure that it does not engage its counters.
Yes, imo being able to do that is also something that flattens balance. One player might spam some fast, cheap unit that on the battlefield gets countered - but zK eco buildings are so fragile, that by raiding eco he can get away with just making those units whole game.
Even if enemy has the counter units that win in battlefield, eco wise it evens out.

To me, that too is flat balance.
Google_Frog wrote:At its core flat balance does not deal with how effective units are against each other. It is a statement about whether unlocking access to new unit types makes production of any of your previous unit types strictly bad.
I can not think of any RTS where one unlocks a new unit type and then previous units become useless like that.
That is not satisfying definition to me.
I think flat balance is basically the opposite of RPS, always understood it more as question of "how important is unit choice?" In zero-K unit choice is not as important as in other RTS. It is more how/where/how many you use.