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+

25004999

10002499

100999

In battle

12 points

8

4

2

Same strategic square

6

4

2


13 squares away

4

2





412 squares away

2







Base effect is multiplied by (14Quality)/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 112 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 = (8Quality) * (125Morale)/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 (Morale50)/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 (Morale50)/2.
Maintained by Stephen Schmidt.
Last updated 71708