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THE COLUMN
TREATISE ON MORALE (PART 1)
By Maniac
December 24, 2005

NOTE: This is The Column, a regular feature on Apolyton where anyone can write about anything to do with Civilization or the gaming industry as a whole. If you feel like writing, please visit the article submission page.

    "Superior training and superior weaponry have, when taken together, a geometric effect on overall military strength. Well-trained, well-equipped troops can stand up to many more times their lesser brethren than linear arithmetic would seem to indicate." -- Col. Corazon Santiago, "Spartan Battle Manual"

Seeing the confusion there sometimes exists about morale, I thought a summary of what affects morale would be useful. Keep in mind this is pretty much a work in progress. Morale is a rather complex phenomenon, so probably there are many little things and oddities I left out, or phenomena I explained the wrong way. If you notice something missing or wrong, please don't hesitate and tell us all!
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To begin with, here is an oversight of the different morale levels:

  • Very Green (+)
  • Green
  • Disciplined
  • Hardened
  • Veteran
  • Commando
  • Elite

    Disciplined is the standard morale level where there are no battle modifiers. Each extra morale level above Disciplined gives a 12.5% battle bonus. This means +12.5% for Hardened to +50% for Elite. Each extra morale level under Disciplined gives a -12.5% battle penalty. When a unit is built without any morale modifiers affecting it, it starts with green morale. Two peculiarities should be noted here.

      a) Note the (+) I put after 'Very Green". I've noticed that, even when you're for example running -4 Morale SE , it's impossible to have 'Very Green' morale tout court. It's always at the very least Very Green (+).

      b) For most units, when they have elite morale, they gain an extra movement point.

    A word about (+)'s.
    For some units you will see there are one or more (+)'s behind their morale level. What is the meaning of those? Unfortunately there is no consistent rule for their effect. For instance, the (+) after Very Green morale level means a permanent +12.5% defence bonus in battle, both in and outside bases. On the other side the (+)'s received as a consequence of a positive SE Morale have a more limited effect. They only provide a +12.5% bonus when a unit is defending from attack inside a base. In the open the (+)'s have no effect whatsoever. Also 'Elite (+)' gives no extra bonus beyond 'Elite''s +50%.

    And when we start talking about (+)'s received as a consequence of Children's Creches, there is little logic at all anymore to be detected behind the (+)'s. But Children's Creches are an issue we will discuss later. Now what factors all influence the morale level of units?

      1) Morale Social Engineering Factor
      2) Morale Enhancing Base Facilities
      3) Monolith Upgrading
      4) Prototyping
      5) High Morale Special Ability
      [6-9 to follow in next part.]

    1) Morale Social Engineering Factor
    From alphax.txt:

      #SOCMORALE
      -4, -3 Morale; + modifiers halved
      -3, -2 Morale; + modifiers halved
      -2, -1 Morale; + modifiers halved
      -1, -1 Morale
      0, Normal Morale
      1, +1 Morale
      2, +1 Morale (+2 on defense)
      3, +2 Morale! (+3 on defense)
      4, +3 Morale!!

    Something that is often overlooked is that a positive or negative Social Engineering Morale does not equal an equivalent increase or decrease in morale levels. For example +2 SE Morale gives disciplined (+) troops, and not hardened troops. The "+ modifiers halved" for -2 SE Morale and below halves the morale level bonus one gets for units built in bases with morale enhancing facilities. The extra defence bonus for +2 and +3 SE Morale only has effect when defending in bases. Also the bonus caps off at +50%: Commando (++) or Elite (+) units don't get a 67% defence bonus.

    2) Morale Enhancing Base Facilities
    The morale enhancing base facilities are as following:

      Command Center: +2 Morale levels for land units built in a base with this facility
      Naval Yard: +2 Morale levels for naval units
      Aerospace Complex: +2 Morale levels for air units
      Bioenhancement Center: +2 Morale levels for all units

    Keep in mind that the bonus effects of these facilities are halved for units built while running -2 SE Morale or lower.

    3) Monolith Upgrading
    When a land or naval combat unit for the first time moves on a square with a monolith in it, it has the option to upgrade and get a bonus of one morale level. I haven't tested this, but I've read that every time a unit upgrades on a monolith, the monolith has one chance on thirty-two (1/32) of disappearing.

    4) Prototyping
    A unit prototype gets a bonus of one morale level.

    5) High Morale Special Ability
    A unit with the 'high morale' special ability gets a bonus of one morale level. There are two things to keep in mind:

      a) When a unit built with the high morale special ability is upgraded to another design without that ability, the morale bonus still stays.
      b) When a unit built without the high morale special ability is upgraded to another design with high morale, it does not get a morale bonus.
      So it's the moment of building that counts.



    ---------
    About the author: International Politics student in Belgium.

    Comment on this article!
    Originally published in full on December 15, 2005.

    The opinions expressed on this page do not necessarily reflect those of Apolyton CS. They are just the personal opinions of the writer.

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