Morale Effects Chart
A unit's morale changes in four cases. First, when the unit is in, or
near, a battle involving its state or its allies; second, when its
state or allies capture a
city; third, when the unit is out of supply and can't forage; fourth,
at the end of each turn.
Battle Morale Effects
Base effects:
|
Battle casualties: |
Unit is
|
5000+
|
2500-4999
|
1000-2499
|
100-999
|
In battle
|
12 points
|
8
|
4
|
2
|
Same strategic square
|
6
|
4
|
2
|
|
1-3 squares away
|
4
|
2
|
-
|
-
|
4-12 squares away
|
2
|
-
|
-
|
-
|
Base effect is multiplied by (14-Quality)/10, plus or minus 1 randomly
Excellent = 7 quality, Very Poor = 1 quality
Points are gained if your state or allies wins and lost if your state
or allies loses.
-50% of effect if no units of your state (only allies) are involved in
the battle.
City Capture Morale Effects
Unit in same strategic square: 8 points
Units 1-12 squares away: 4 points
Units 13+ squares away: 2 points
Points are gained if your state or allies captures and lost if your
state
or allies loses control.
-50% of effect if an allied state, not your own, captures the city.
Supply Morale Effects
Units out of supply and can't forage lose morale according to the
formula:
Loss = (8-Quality) * (125-Morale)/200 + 2 plus or minus 1 randomly
Excellent = 7 quality, Very Poor = 1 quality
End of Turn Morale Effects
At the end of each campaign turn, a unit's morale loses (Morale-50)/5.
If morale is above 50, it falls towards 50; if morale is below 50; it
rises towards 50; when morale equals 50 it does not change.
At the end of a peace season, a unit's morale loses (Morale-50)/2.
Maintained by Stephen Schmidt.
Last updated 7-17-08