Difference between revisions of "Morale (Advanced)"

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(Added morale section text, bolded morale modifiers, tweaked wording)
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{{AdvConcept}}
 
{{AdvConcept}}
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Morale is just one component of combat mechanics but it is itself a complicated topic. While units start with an intrinsic morale level, it can fluctuate during the course of a game due to changes in MORALE ratings and other effects.
  
 
== Morale Levels ==
 
== Morale Levels ==
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== Conventional Units ==
 
== Conventional Units ==
  
Conventional units receive morale upgrades through the [[Social_Engineering#Morale|MORALE]] Social Engineering social effect, a number of base facilities and secret projects, unit upgrades, and monoliths. Conventional units have a base morale level of Green.
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Conventional units receive morale upgrades through the [[Social_Engineering#Morale|MORALE]] Social Engineering social effect, a number of base facilities and secret projects, unit upgrades, and monoliths.  
  
=== Morale Sources ===
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Conventional units have a base morale rank of Green, unless a -1 MORALE rating or lower downgrades the unit to Very Green. They can be promoted to higher ranks by winning battles.
 +
 
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=== Morale Bonuses ===
  
 
*'''Children's Crèches''' have a complicated and flawed effect on morale discussed below.
 
*'''Children's Crèches''' have a complicated and flawed effect on morale discussed below.
 
*'''Prototype''' units receive a '''+1''' morale upgrade upon completion.
 
*'''Prototype''' units receive a '''+1''' morale upgrade upon completion.
*Units designed with the '''[[High Morale]]''' ability receive a '''+1''' morale upgrade. The unit will retain the morale if upgraded to another design. The High Morale ability does not stack; upgrading a unit to another design with High Morale will not add an additional +1 morale.
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*Units designed with the '''[[High Morale]]''' ability receive a '''+1''' morale upgrade. The unit will retain the morale if upgraded to another design. The High Morale ability ''does not stack''; upgrading a unit to another design with High Morale will ''not'' add an additional +1 morale.
 
*Land combat units that investigate a '''[[Monolith]]''' will receive a one-time '''+1''' morale upgrade.
 
*Land combat units that investigate a '''[[Monolith]]''' will receive a one-time '''+1''' morale upgrade.
*Units trained in a base with these facilities receive a '''+2''' morale upgrade per facility:
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*Units trained in a base with these '''facilities''' receive a '''+2''' morale upgrade per facility:
 
**[[Command Center]] (land units)
 
**[[Command Center]] (land units)
 
**[[Naval Yard]] (sea units)
 
**[[Naval Yard]] (sea units)
 
**[[Aerospace Complex]] (air units)
 
**[[Aerospace Complex]] (air units)
 
**[[Bioenhancement Center]]
 
**[[Bioenhancement Center]]
*Units trained by a faction that controls these secret projects receive a '''+2''' morale upgrade per project:
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*Units trained by a faction that controls these '''secret projects''' receive a '''+2''' morale upgrade per project:
 
**[[The Command Nexus]]<ref name="nexus">Counts as a Command Center at every base.</ref> (land units)
 
**[[The Command Nexus]]<ref name="nexus">Counts as a Command Center at every base.</ref> (land units)
 
**[[The Maritime Control Center]]<ref name="maritime">Counts as a Naval Yard at every base.</ref> (sea units)
 
**[[The Maritime Control Center]]<ref name="maritime">Counts as a Naval Yard at every base.</ref> (sea units)
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**[[The Cyborg Factory]]<ref name="cyborg">Counts as a Bioenhancement Center at every base.</ref>
 
**[[The Cyborg Factory]]<ref name="cyborg">Counts as a Bioenhancement Center at every base.</ref>
  
=== Morale Math ===
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=== Morale Calculation ===
  
 
=== Children's Crèche Effects ===
 
=== Children's Crèche Effects ===
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The [[Children's Crèche]] and effect on morale is notoriously bugged.
 
The [[Children's Crèche]] and effect on morale is notoriously bugged.
  
== Psi Units ==
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== Native Life Forms ==
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Player-bred [[native life forms]] receive lifecycle upgrades from certain base facilities and secret projects along with monoliths. Notably, a faction's [[Social_Engineering#Planet|PLANET]] rating has no effect on lifecycle, though positive PLANET ratings do provide a separate 10% combat bonus per level.
  
Player-bred [[native life forms]] receive lifecycle upgrades from certain base facilities and secret projects along with monoliths. Notably, a faction's [[Social_Engineering#Planet|PLANET]] rating has no effect on lifecycle, though positive PLANET ratings do provide a separate 10% combat bonus per level. Bred life forms have a base lifecycle level of Larval Mass.
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Bred life forms have a base lifecycle level of Larval Mass. They can be promoted to higher ranks by winning battles.
  
=== Lifecycle Sources ===
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=== Lifecycle Bonuses and Calculation ===
  
*Native life forms bred in a base with these facilities receive a '''+1''' lifecycle upgrade per facility:
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*'''Brood Pits''' have a complicated and flawed effect on morale discussed below.
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*Land units that investigate a '''Monolith''' will receive a one-time '''+1''' lifecycle upgrade.
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*Native life forms bred in a base with these '''facilities''' receive a '''+1''' lifecycle upgrade per facility:
 
**[[Biology Lab]]
 
**[[Biology Lab]]
 
**[[Centauri Preserve]]
 
**[[Centauri Preserve]]
 
**[[Temple of Planet]]
 
**[[Temple of Planet]]
 
**[[Bioenhancement Center]]
 
**[[Bioenhancement Center]]
*Native life forms bred by a faction that controls these secret projects receive a '''+1''' lifecycle upgrade per project:
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*Native life forms bred by a faction that controls these '''secret projects''' receive a '''+1''' lifecycle upgrade per project:
 
**[[The Xenoempathy Dome]]
 
**[[The Xenoempathy Dome]]
 
**[[The Pholus Mutagen]]
 
**[[The Pholus Mutagen]]
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**[[The Cyborg Factory]]<ref name="cyborg" />
 
**[[The Cyborg Factory]]<ref name="cyborg" />
  
=== Lifecycle Math ===
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Simply add all the bonuses together to determine a native life form's lifecycle level.
  
 
=== Brood Pit Effects ===
 
=== Brood Pit Effects ===
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== Probe Teams ==
 
== Probe Teams ==
  
[[Probe Teams|Probe team]] morale is derived from the [[Social_Engineering#Probe|PROBE]] Social Engineering social effect, from secret projects and facilities, and from certain technologies. Probe teams have a base morale level of Disciplined.
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[[Probe Teams|Probe team]] morale is derived from the [[Social_Engineering#Probe|PROBE]] Social Engineering social effect, from secret projects and facilities, and from certain technologies.  
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Probe teams have a base morale rank of Disciplined. They can be promoted to higher ranks by successfully completing probe team actions and returning alive and by winning battles against other probe teams.
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=== Morale Bonuses and Calculation ===
  
 
*'''PROBE''' ratings of +1, +2, and +3 accordingly add '''+1''', '''+2''', and '''+3''' morale.
 
*'''PROBE''' ratings of +1, +2, and +3 accordingly add '''+1''', '''+2''', and '''+3''' morale.
*Probes built in a base with these facilities receive a '''+2''' morale upgrade per facility:
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*Probes built in a base with these '''facilities''' receive a '''+2''' morale upgrade per facility:
 
**[[Command Center]]
 
**[[Command Center]]
 
**[[Bioenhancement Center]]
 
**[[Bioenhancement Center]]
 
**[[Covert Ops Center]]
 
**[[Covert Ops Center]]
*Probes built by a faction that controls these secret projects receive a '''+2''' morale upgrade per project:
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*Probes built by a faction that controls these '''secret projects''' receive a '''+2''' morale upgrade per project:
 
**[[The Telepathic Matrix]]
 
**[[The Telepathic Matrix]]
 
**[[The Command Nexus]]<ref name="nexus">Counts as a Command Center at every base.</ref>
 
**[[The Command Nexus]]<ref name="nexus">Counts as a Command Center at every base.</ref>
 
**[[The Cyborg Factory]]<ref name="cyborg" />
 
**[[The Cyborg Factory]]<ref name="cyborg" />
 
**[[The Nethack Terminus]]<ref name="nethack">Counts as a Covert Ops Center at every base.</ref>
 
**[[The Nethack Terminus]]<ref name="nethack">Counts as a Covert Ops Center at every base.</ref>
*The following technologies grant probe teams '''+1''' morale upon discovery each:
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*The following '''technologies''' grant probe teams '''+1''' morale upon discovery each:
 
**[[Polymorphic Software]]
 
**[[Polymorphic Software]]
 
**[[Pre-Sentient Algorithms]]
 
**[[Pre-Sentient Algorithms]]
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Fungal towers are not affected by any other lifecycle bonuses.
 
Fungal towers are not affected by any other lifecycle bonuses.
  
== Combat Promotion Mechanics ==
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== Promotion Mechanics ==
  
 
When a unit wins a battle, there is a certain chance this unit will receive a '''morale''' upgrade of one level. The probability of such a battle upgrade seems to differ depending on the current morale of the unit. An educated guess as to the odds of an upgrade are listed as follows:
 
When a unit wins a battle, there is a certain chance this unit will receive a '''morale''' upgrade of one level. The probability of such a battle upgrade seems to differ depending on the current morale of the unit. An educated guess as to the odds of an upgrade are listed as follows:
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This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale
 
This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale
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== See Also ==
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[[Combat Mechanics]]
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== Notes ==
  
 
<references/>
 
<references/>
  
 
[[Category:Advanced concepts]]
 
[[Category:Advanced concepts]]

Revision as of 09:31, 23 September 2020

Morale is just one component of combat mechanics but it is itself a complicated topic. While units start with an intrinsic morale level, it can fluctuate during the course of a game due to changes in MORALE ratings and other effects.

Contents

Morale Levels

There are seven morale levels.

Morale Lifecycle Combat Bonus
Very Green Hatchling -25%
Green Larval Mass -12.5%
Disciplined Pre-Boil 0%
Hardened Boil 12.5%
Veteran Mature Boil 25%
Commando Great Boil 37.5%
Elite Demon Boil 50%

Conventional Units

Conventional units receive morale upgrades through the MORALE Social Engineering social effect, a number of base facilities and secret projects, unit upgrades, and monoliths.

Conventional units have a base morale rank of Green, unless a -1 MORALE rating or lower downgrades the unit to Very Green. They can be promoted to higher ranks by winning battles.

Morale Bonuses

  • Children's Crèches have a complicated and flawed effect on morale discussed below.
  • Prototype units receive a +1 morale upgrade upon completion.
  • Units designed with the High Morale ability receive a +1 morale upgrade. The unit will retain the morale if upgraded to another design. The High Morale ability does not stack; upgrading a unit to another design with High Morale will not add an additional +1 morale.
  • Land combat units that investigate a Monolith will receive a one-time +1 morale upgrade.
  • Units trained in a base with these facilities receive a +2 morale upgrade per facility:
  • Units trained by a faction that controls these secret projects receive a +2 morale upgrade per project:

Morale Calculation

Children's Crèche Effects

The Children's Crèche and effect on morale is notoriously bugged.

Native Life Forms

Player-bred native life forms receive lifecycle upgrades from certain base facilities and secret projects along with monoliths. Notably, a faction's PLANET rating has no effect on lifecycle, though positive PLANET ratings do provide a separate 10% combat bonus per level.

Bred life forms have a base lifecycle level of Larval Mass. They can be promoted to higher ranks by winning battles.

Lifecycle Bonuses and Calculation

Simply add all the bonuses together to determine a native life form's lifecycle level.

Brood Pit Effects

Much like the Children’s Crèche, the Brood Pit's effect on lifecycle is bugged.

Notably, the +1 morale bonus granted by the Brood Pit when attacking or defending from a base square will stack with the same bonus from the Children’s Crèche even though the manual indicates they should not. A mind worm in a base with both facilities will receive a 25% morale bonus on top of their calculated morale while a conventional unit would only receive a 12.5% bonus.

Probe Teams

Probe team morale is derived from the PROBE Social Engineering social effect, from secret projects and facilities, and from certain technologies.

Probe teams have a base morale rank of Disciplined. They can be promoted to higher ranks by successfully completing probe team actions and returning alive and by winning battles against other probe teams.

Morale Bonuses and Calculation

Simply add up all morale bonuses to calculate a Probe Team's morale.

Native Life

The native life forms controlled by the Planetmind, which the game typically refers to as "Aliens" (not to be confused with Progenitors), have a unique lifecycle calculation system based on turns passed, actions by the player, and other effects. Native life begins the game at the Hatchling lifecycle level.

The base lifecycle level gradually increases as time passes:

  • Hatchling from Planetfall until turn 45
  • Larval Mass until turn 90
  • Pre-Boil until turn 170
  • Boil until turn 250
  • Mature Boil until turn 330
  • Demon Boil from turn 330 and beyond (skipping Great Boil)

Locusts of Chiron receive an additional +1 lifecycle bonus.

During perihelion, native life receive a temporary +1 lifecycle bonus. Once perihelion ends, the lifecycle bonus is removed.

Native life that encounter a Monolith benefit the same as a player's unit by receiving a one-time +1 lifecycle bonus.

Every major atrocity committed and Tectonic Payload detonated by the faction in combat with the native life form adds +1 lifecycle to the native life form.

Simply add all the lifecycle bonuses to predict native lifecycle levels.

Fungal Towers

Fungal towers have a separate lifecycle calculation. They receive +1 lifecycle for every fungal square bordering their square, minus 2. Thus a fungal tower bordering 4 additional fungus tiles would have a Pre-Boil lifecycle rating.

Fungal towers are not affected by any other lifecycle bonuses.

Promotion Mechanics

When a unit wins a battle, there is a certain chance this unit will receive a morale upgrade of one level. The probability of such a battle upgrade seems to differ depending on the current morale of the unit. An educated guess as to the odds of an upgrade are listed as follows:

  • 100% for very green* and green units (CONFIRMED)
  • 50% for disciplined units
  • 33% for hardened units
  • 25% for veteran units
  • 20% for commando units

Reverse engineered mechanics

  • 100% for very green* and green units
  • D/(A+D) for disciplined units
  • D/(A+D)/2 for hardened units
  • D/(A+D)/2 for veteran units
  • D/(A+D)/2 for commando units

A = final attacker weapon strength

D = final defender armor strength

  • Special situation for very green units. Under -3 & -4 social engineering morale newly built units in bases without any morale enhancing facilities will at first not receive any morale upgrades from battle. This is probably because the game takes into account virtual morale levels under Very Green. For example under -3 SESocial Engineering Morale units receive minus 2 morale levels, which basically makes new trained units Very VERY Green. Therefore they first need to win two battles to become green. Likewise under -4 SE Morale units will only upgrade to green after winning their third battle


Other Reverse Engineered Information

Battle Upgrades. *(SE) =Social Engineering

Drone Riots

A unit homed to a base under drone riots gets a (-) morale modifier.

The effects of this modifier differ depending upon SE MORALE setting: (This is a Bug)

-3 SE Morale: Units homed to a crècheless base get a 25% combat bonus. Units homed to a crèche base get a 12.5% bonus.

-2 or -1 SE Morale: Units homed to a crècheless base get a 12.5% attack bonus. Units homed to a crèche base get no bonus.

0 SE Morale: No effect

1 or >1 SE Morale: -12.5% combat bonus (as expected)

Children’s Crèche A Children’s Crèche (CC) has a two effects on morale. On the one side it gives a morale bonus to units, built in a base with a CC, of a faction running a negative SE Morale. This bonus counts on every location. On the other side a Children’s Crèche gives a battle bonus to units on the base square of a base with a CC. This is (supposed to be) represented in the form of (+)'s. Unfortunately the (+)'s are in some cases a bad indication of the actual battle modifiers given.

(Both of these effects are Bugged)

For any unit built in a base with Children’s Crèche, regardless of location: 0 SE Morale or higher: no difference.

-3 to -1 SE Morale: +1 morale level

-4 SE Morale: +2 morale levels

For units on a base square, with the base having a Children’s Crèche:

When the unit is defending:

0 SE Morale or higher: +12.5% (+) battle bonus

-1 & -2 SE Morale or higher: +25% (++) battle bonus

-3 SE Morale: +37.5% (+++) battle bonus

-4 SE Morale: +50% (++++) battle bonus

The total defense bonus (the sum of the morale level bonus and the (+) bonuses) is capped off at +50%.

When the unit is attacking:

+4 SE Morale: -37% battle penalty

+3 SE Morale: -25% battle penalty

+2 SE Morale: -12.5% battle penalty

+1 SE Morale: no difference

0 SE Morale: +12.5% battle bonus

-1 SE Morale: +25% battle bonus

-2 SE Morale: +25% battle bonus

-3 SE Morale: +37.5% battle bonus

-4 SE Morale: +50% battle bonus

For attacks from a Children’s Crèche base there is no limit at all for the battle bonus.

This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale

See Also

Combat Mechanics

Notes

  1. 1.0 1.1 Counts as a Command Center at every base.
  2. Counts as a Naval Yard at every base.
  3. Counts as an Aerospace Complex at every base.
  4. 4.0 4.1 4.2 Counts as a Bioenhancement Center at every base.
  5. Counts as a Covert Ops Center at every base.