Difference between revisions of "Morale (Advanced)"

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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.
  
'''Battle Upgrades.''' *(SE) =Social Engineering
+
== Morale Levels ==
  
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:
+
There are seven morale levels.
  
*100% for very green* and green units (CONFIRMED)
+
{| class="wikitable"
*50% for disciplined units
+
|-
*33% for hardened units
+
! Morale !! Lifecycle !! Combat Bonus !! Index
*25% for veteran units
+
|-
*20% for commando units
+
| Very Green || Hatchling || -25% || 0
 +
|-
 +
| Green || Larval Mass || -12.5% || 1
 +
|-
 +
| Disciplined || Pre-Boil || 0% || 2
 +
|-
 +
| Hardened || Boil || 12.5% || 3
 +
|-
 +
| Veteran || Mature Boil || 25% || 4
 +
|-
 +
| Commando || Great Boil || 37.5% || 5
 +
|-
 +
| Elite || Demon Boil || 50% || 6
 +
|}
  
*Special situation for very green units. Under -3 & -4 [[SE 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 SE 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
+
=== Bonus Symbols ===
  
[[Drone Riots]]
+
Bonuses on top of a unit's morale level are supposed to be represented by (-) and (+) symbols next to the unit's rank, but due to bugs these indicators do not always match what is happening.
  
 
A unit homed to a base under drone riots gets a (-) morale modifier.
 
A unit homed to a base under drone riots gets a (-) morale modifier.
 +
 +
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%.
 +
 +
 +
 +
== 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 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.
 +
 +
{| class="wikitable"
 +
|-
 +
! Rating !! Effect
 +
|-
 +
| -4 MORALE || -3 Morale; + modifiers halved
 +
|-
 +
| -3 MORALE || -2 Morale; + modifiers halved
 +
|-
 +
| -2 MORALE || -1 Morale; + modifiers halved
 +
|-
 +
| -1 MORALE || -1 Morale
 +
|-
 +
| 0 MORALE || Normal morale
 +
|-
 +
| +1 MORALE || +1 Morale
 +
|-
 +
| +2 MORALE || +1 Morale (+2 on defense in base)
 +
|-
 +
| +3 MORALE || +2 Morale (+3 on defense in base)
 +
|-
 +
| +4 MORALE || +3 Morale
 +
|}
 +
 +
=== 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:
 +
**[[Command Center]] (land units)
 +
**[[Naval Yard]] (sea units)
 +
**[[Aerospace Complex]] (air units)
 +
**[[Bioenhancement Center]]
 +
*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 Maritime Control Center]]<ref name="maritime">Counts as a Naval Yard at every base.</ref> (sea units)
 +
**[[The Cloudbase Academy]]<ref name="cloudbase">Counts as an Aerospace Complex at every base.</ref> (air units)
 +
**[[The Cyborg Factory]]<ref name="cyborg">Counts as a Bioenhancement Center at every base.</ref>
 +
*If there is a [[drone riot]] in a unit's home base, the unit will suffer a '''-1''' morale penalty.<ref name="undoc">Undocumented effect, bonus, or penalty.</ref>
 +
 +
There are also some effects that only apply when defending:
 +
*Unit morale on defense can never be lower than '''Green''' regardless of modifiers.<ref name="undoc" />
 +
*A '''MORALE''' rating of '''+2''' or '''+3''' grants a '''+1''' bonus.
 +
*Units under attack by an opponent equipped with '''[[Soporific Gas Pods]]''' suffer a '''-2''' penalty.
 +
*Units defending a base from wild native life receive a '''+1''' morale bonus.<ref name="undoc" />
 +
 +
While the manual claims that the Headquarters facility confers a +1 bonus on defense<ref>p. 104</ref>, it actually has no effect.
 +
 +
=== Drone Riot Bug ===
 +
 +
Due to a flaw in the morale calculation logic, a unit homed to a base with an active Drone Riot will have most other negative morale effects ignored.
  
 
The effects of this modifier differ depending upon SE MORALE setting: (This is a '''Bug''')
 
The effects of this modifier differ depending upon SE MORALE setting: (This is a '''Bug''')
  
-3 SE Morale: Units homed to a crecheless base get a 25% combat bonus. Units homed to a creche base get a 12.5% bonus.
+
-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 crecheless base get a 12.5% attack bonus. Units homed to a creche base get no 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
 
0 SE Morale: No effect
Line 28: Line 117:
 
1 or >1 SE Morale: -12.5% combat bonus (as expected)
 
1 or >1 SE Morale: -12.5% combat bonus (as expected)
  
[[Children’s Creche]] A Children’s Creche (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 Creche 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''')
+
=== Children's Crèche Effects ===
  
For any unit built in a base with Children's Creche, regardless of location: 0 SE Morale or higher: no difference.
+
The [[Children's Crèche]] effect on morale is notoriously bugged. The manual states "All negative morale effects are cancelled for units in base square; instead such units receive a +1 morale modifier."<ref>p. 166</ref> but this is inaccurate. The Crèche has three effects:
  
-3 to -1 SE Morale: +1 morale level
+
'''For conventional units homed in a base with a Crèche, regardless of location''', it roughly halves (divides by 2 then rounds towards 0) but does not cancel the effects of a low morale rating. This effect manifests itself in higher stated morale levels:
  
-4 SE Morale: +2 morale levels
+
{| class="wikitable"
 +
|-
 +
! Rating !! Without Crèche !! With Crèche !! Net Difference
 +
|-
 +
| -4 MORALE || -3 || -1 || +2 morale levels
 +
|-
 +
| -3 MORALE || -2 || -1 || +1 morale levels
 +
|-
 +
| -2 MORALE || -1 || 0 || +1 morale levels
 +
|-
 +
| -1 MORALE || -1 || 0 || +1 morale levels
 +
|}
  
For units on a base square, with the base having a Children's Creche:
+
'''For all units, including native life forms, attacking or defending from a base square''', the Crèche has two effects:
 +
*It does indeed grant a '''+1''' morale modifier.
 +
*Subtract the morale rating value ('''not effect stated in the MORALE table''') from the unit's morale. If a faction's MORALE rating is -2 or lower, first add 1 to the rating. Subtracting a negative number is additive. The results of this calculation mean factions with very low MORALE will receive enormous bonuses in the base square and high MORALE receive a penalty. These figures are added to the morale level's base percentage and sometimes{{Citation needed|Plus math is unexplored so far}} indicated with (+) signs.
  
When the unit is defending:
+
The cumulative effect of morale and bonuses on defense is capped at +50%. Attack bonuses are '''uncapped'''.
  
0 SE Morale or higher: +12.5% (+) battle bonus
+
{| class="wikitable"
 +
|-
 +
! Rating !! Attack Bonus !! Defense Bonus
 +
|-
 +
| -4 MORALE || +50% bonus || +50% bonus
 +
|-
 +
| -3 MORALE || +37.5% bonus || +37.5% bonus
 +
|-
 +
| -2 MORALE || +25% bonus || +25% bonus
 +
|-
 +
| -1 MORALE || +25% bonus || +25% bonus
 +
|-
 +
| 0 MORALE || +12.5% bonus || +12.5% bonus
 +
|-
 +
| +1 MORALE || No Effect || +12.5% bonus
 +
|-
 +
| +2 MORALE || -12.5% '''penalty''' || +12.5% bonus
 +
|-
 +
| +3 MORALE || -25% '''penalty''' || +12.5% bonus
 +
|-
 +
| +4 MORALE || -37.5% '''penalty''' || +12.5% bonus
 +
|}
  
-1 & -2 SE Morale or higher: +25% (++) battle bonus
+
=== Morale Calculation ===
  
-3 SE Morale: +37.5% (+++) battle bonus
+
== Native Life Forms ==
  
-4 SE Morale: +50% (++++) battle bonus
+
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.
  
The total defense bonus (the sum of the morale level bonus and the (+) bonuses) is capped off at +50%.
+
Bred life forms have a base lifecycle level of Larval Mass. They can be promoted to higher ranks by winning battles.
  
When the unit is attacking:
+
=== Lifecycle Bonuses and Calculation ===
  
+4 SE Morale: -37% battle penalty
+
*'''Brood Pits''' have a complicated and flawed effect on lifecycle discussed below.
 +
*Native life also benefits from the '''Children's Crèche''' if it is present. See above for the bugged effects.
 +
*Land units that investigate a '''Monolith''' will receive a one-time '''+1''' lifecycle upgrade.
 +
*Native life forms bred in a base with these '''facilities''' receive a '''+1''' lifecycle upgrade per facility:
 +
**[[Biology Lab]]
 +
**[[Centauri Preserve]]
 +
**[[Temple of Planet]]
 +
**[[Bioenhancement Center]]
 +
*Native life forms bred by a faction that controls these '''secret projects''' receive a '''+1''' lifecycle upgrade per project:
 +
**[[The Xenoempathy Dome]]
 +
**[[The Pholus Mutagen]]
 +
**[[The Voice of Planet]]
 +
**[[The Cyborg Factory]]<ref name="cyborg" />
  
+3 SE Morale: -25% battle penalty
+
Simply add all the bonuses together to determine a native life form's lifecycle level.
  
+2 SE Morale: -12.5% battle penalty
+
=== Brood Pit Effects ===
 +
 
 +
Much like the Children's Crèche, the [[Brood Pit|Brood Pit's]] effect on lifecycle is bugged.
 +
 
 +
In bases with just a Brood Pit, native units will gain the same bonuses or penalties depending on a faction's MORALE rating as described in the Children's Crèche section.
 +
 
 +
Notably, in bases with both facilities, the flat '''+1''' morale bonus granted by the Brood Pit when attacking or defending from a base square will stack Children’s Crèche's bonus even though the manual suggests that 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 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 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 ===
 +
 
 +
*'''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:
 +
**[[Command Center]]
 +
**[[Bioenhancement Center]]
 +
**[[Covert Ops Center]]
 +
*Probes built by a faction that controls these '''secret projects''' receive a '''+2''' morale upgrade per project:
 +
**[[The Telepathic Matrix]]
 +
**[[The Command Nexus]]<ref name="nexus">Counts as a Command Center at every base.</ref>
 +
**[[The Cyborg Factory]]<ref name="cyborg" />
 +
**[[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:
 +
**[[Polymorphic Software]]
 +
**[[Pre-Sentient Algorithms]]
 +
**[[Mind/Machine Interface]]
 +
**[[Digital Sentience]]
 +
**[[Self-Aware Machines]]
 +
 
 +
Simply add up all morale bonuses to calculate a Probe Team's morale.
 +
 
 +
== Wildlife ==
 +
 
 +
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 MY 2145 (turn 45)
 +
*Larval Mass until 2190 (turn 90)
 +
*Pre-Boil until 2270 (turn 170)
 +
*Boil until 2350 (turn 250)
 +
*Mature Boil until 2430 (turn 330)
 +
*Demon Boil after 2430, skipping over 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 [[Atrocity|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 tower|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
  
+1 SE Morale: no difference
+
'''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
  
0 SE Morale: +12.5% battle bonus
+
A = final attacker weapon strength
  
-1 SE Morale: +25% battle bonus
+
D = final defender armor strength
  
-2 SE Morale: +25% battle bonus
+
*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 SE 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
  
-3 SE Morale: +37.5% battle bonus
+
== See Also ==
  
-4 SE Morale: +50% battle bonus
+
[[Combat Mechanics]]
  
For attacks from a Children's Creche base there is '''no limit at all''' for the battle bonus.
+
== Notes ==
  
This could potentially give a +100% attacking Combat bonus to an elite unit under -4SE Morale
+
<references/>
  
 
[[Category:Advanced concepts]]
 
[[Category:Advanced concepts]]

Latest revision as of 18:52, 27 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 Index
Very Green Hatchling -25% 0
Green Larval Mass -12.5% 1
Disciplined Pre-Boil 0% 2
Hardened Boil 12.5% 3
Veteran Mature Boil 25% 4
Commando Great Boil 37.5% 5
Elite Demon Boil 50% 6

Bonus Symbols

Bonuses on top of a unit's morale level are supposed to be represented by (-) and (+) symbols next to the unit's rank, but due to bugs these indicators do not always match what is happening.

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

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

When the unit is defending:

0 SESocial Engineering 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%.


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.

Rating Effect
-4 MORALE -3 Morale; + modifiers halved
-3 MORALE -2 Morale; + modifiers halved
-2 MORALE -1 Morale; + modifiers halved
-1 MORALE -1 Morale
0 MORALE Normal morale
+1 MORALE +1 Morale
+2 MORALE +1 Morale (+2 on defense in base)
+3 MORALE +2 Morale (+3 on defense in base)
+4 MORALE +3 Morale

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:
  • If there is a drone riot in a unit's home base, the unit will suffer a -1 morale penalty.[5]

There are also some effects that only apply when defending:

  • Unit morale on defense can never be lower than Green regardless of modifiers.[5]
  • A MORALE rating of +2 or +3 grants a +1 bonus.
  • Units under attack by an opponent equipped with Soporific Gas Pods suffer a -2 penalty.
  • Units defending a base from wild native life receive a +1 morale bonus.[5]

While the manual claims that the Headquarters facility confers a +1 bonus on defense[6], it actually has no effect.

Drone Riot Bug

Due to a flaw in the morale calculation logic, a unit homed to a base with an active Drone Riot will have most other negative morale effects ignored.

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 Effects

The Children's Crèche effect on morale is notoriously bugged. The manual states "All negative morale effects are cancelled for units in base square; instead such units receive a +1 morale modifier."[7] but this is inaccurate. The Crèche has three effects:

For conventional units homed in a base with a Crèche, regardless of location, it roughly halves (divides by 2 then rounds towards 0) but does not cancel the effects of a low morale rating. This effect manifests itself in higher stated morale levels:

Rating Without Crèche With Crèche Net Difference
-4 MORALE -3 -1 +2 morale levels
-3 MORALE -2 -1 +1 morale levels
-2 MORALE -1 0 +1 morale levels
-1 MORALE -1 0 +1 morale levels
For all units, including native life forms, attacking or defending from a base square, the Crèche has two effects:
  • It does indeed grant a +1 morale modifier.
  • Subtract the morale rating value (not effect stated in the MORALE table) from the unit's morale. If a faction's MORALE rating is -2 or lower, first add 1 to the rating. Subtracting a negative number is additive. The results of this calculation mean factions with very low MORALE will receive enormous bonuses in the base square and high MORALE receive a penalty. These figures are added to the morale level's base percentage and sometimesTemplate:Citation needed indicated with (+) signs.

The cumulative effect of morale and bonuses on defense is capped at +50%. Attack bonuses are uncapped.

Rating Attack Bonus Defense Bonus
-4 MORALE +50% bonus +50% bonus
-3 MORALE +37.5% bonus +37.5% bonus
-2 MORALE +25% bonus +25% bonus
-1 MORALE +25% bonus +25% bonus
0 MORALE +12.5% bonus +12.5% bonus
+1 MORALE No Effect +12.5% bonus
+2 MORALE -12.5% penalty +12.5% bonus
+3 MORALE -25% penalty +12.5% bonus
+4 MORALE -37.5% penalty +12.5% bonus

Morale Calculation

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.

In bases with just a Brood Pit, native units will gain the same bonuses or penalties depending on a faction's MORALE rating as described in the Children's Crèche section.

Notably, in bases with both facilities, the flat +1 morale bonus granted by the Brood Pit when attacking or defending from a base square will stack Children’s Crèche's bonus even though the manual suggests that 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.

Wildlife

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 MY 2145 (turn 45)
  • Larval Mass until 2190 (turn 90)
  • Pre-Boil until 2270 (turn 170)
  • Boil until 2350 (turn 250)
  • Mature Boil until 2430 (turn 330)
  • Demon Boil after 2430, skipping over 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 SE 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

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. 5.0 5.1 5.2 Undocumented effect, bonus, or penalty.
  6. p. 104
  7. p. 166
  8. Counts as a Covert Ops Center at every base.