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THE COLUMN TREATISE ON MORALE (PART 2) By Maniac December 31, 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.
6) Battle Upgrades
One possible tip, knowing this, is, instead of first moving a unit on a monolith and then sending it off to whatever destination you want, is first letting it fight several battles until it becomes 'commando', and then use a monolith to obtain that last difficult morale boost. This is of course risky, as you can never be sure a unit will be able cross the path of a monolith when you want it to.
#224 CIVILIZATION IV'S FIRST TOTAL CONVERSION
#223 SEVEN IS SWEETER
I should mention a special situation for very green units. Under -3 & -4 SE Morale new built units in bases without any morale enhancing facilities such as creches or command centers will at first not receive any morale upgrades - in contradiction of what I claim above: that very green units always upgrade. The reason for this is probably that 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 a battle and virtually upgrade to Very Green. Only with their second victory will they become Green. Likewise under -4 SE Morale units will only upgrade to green after winning their third battle.
7) Headquarters
8) Drone Riots
0 SE Morale: in normal situations no effect, positive nor negative. Very Green units get a +12.5% attack bonus when in a base with a creche. But of course it's impossible to have very green units under +0 SE Morale. Just a little test with the scenario editor on.
Under -1 and -2 SE Morale units homed to a base without a crèche seem to get a +12.5% attack bonus. They get it everywhere: in open terrain, in crecheless bases and in bases with creches (in addition to the combat bonus they already get from the creche itself)! Units homed to a base with a creche do not seem to get a combat bonus, but neither do they suffer a penalty.
When I did some limited testing under -3 SE Morale it became ever weirder. There units homed to a crecheless base got a 25% combat bonus both when attacking and defending. Units homed to a creche base got a 12.5% combat bonus both for attack and defense.
In short, the effects of drone riots on morale are even more bugged than the effects of children’s creches which you can read lower. There are even more factors influencing the effect of morale under drone riots, and more combinations possible, then there are when testing creches. So testing this fully would require lots of time. Seeing drone riots rarely happen, and considering I can imagine more fun or useful things to do with my time, I hope you’ll forgive if I leave it to the short conclusion mentioned above: it’s seriously bugged.
9) Children's Creches
A Children’s Creche (CC) has a double effect 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.
A summary of the effects of the CC are as follows:
0 SE Morale or higher: no difference.
For units on a base square, the base having a Children’s Creche:
The total defence bonus (the sum of the morale level bonus and the (+) boni) is capped off at +50%.
When the unit is attacking:
If one would want to find some system in this, the following could work:
For negative SE Morale -1 and -2 both give the same bonus. So a formula could be like this:
Battle modifier: base morale level + 12.5% + a # of +12.5% boni equal to the morale levels you lose because of negative SE Morale.
For attacks there is no limit at all for the battle bonus.
As you can see, [developer] Firaxis [Games] seriously ****ed up this base facility. Because of it, as long as you have Creches it is often better to have a negative SE Morale than a positive or neutral SE Morale. It makes running Wealth not a problem at all. Indeed, even recommendable when you’re fighting a defensive war.
This can lead to weird situations. To give an example, you could build a unit while running +4 SE Morale in a base with a Crèche, Command Center and Bioenhancement Center. This unit is elite. When defending in a base, it has a +50% battle bonus (capped off). But when it attacks from the base square, it only has a +12.5% battle bonus, because of the -37.5% battle penalty Firaxis (I presume) as a mistake or lack of playtesting added to the CC effects.
Now imagine you switch to -4 SE Morale. The unit is still veteran. After all, the -3 morale levels of -4 SE Morale is largely compensated by the +2 morale levels from the Children’s Creche. Added to that comes four (+)’s when being in a CC base square. So when fighting it will have a defence bonus of +50% (same as eight morale levels higher) and an attack bonus of +75%, which is 67.5% higher than the unit fighting under +4 SE Morale.
As a conclusion, these are some obvious tips for factions with positive SE Morale to counter chreches:
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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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