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