CombatCore
Morale System
A unit-level morale value that modifies performance and can cascade into routs.
EmergentPsychologyCascade
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Player intent
The player wants to keep their line steady and break the enemy’s before their own cracks.
Role in the core loop
Morale is the system that turns tactical positioning into momentum, rewarding aggression that compounds.
Usage conditions
- An active battle is in progress.
Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Morale range | 0–100 | int | — |
| Ally death penalty | -20 | int | Within 3 tiles |
| Rout threshold | < 15 | condition | — |
| Recovery / turn | +5 | int | — |
Rules & logic
- A unit below the rout threshold acts unpredictably and may flee.
- Witnessing an ally die nearby applies an immediate morale penalty.
- High morale grants a flat damage and defense bonus.
Scenarios
Cascade rout
- Given
- A key unit dies in a tight formation.
- When
- Nearby allies drop below the rout threshold.
- Then
- A morale cascade can rout an entire flank in one turn.
Edge cases
- Multiple ally deaths in one turn stack penalties but clamp at 0.
- A routing unit that reaches safety may rally on its next turn.
Dependencies
- Grid combat
- Kingdom supply
QA notes
- Validate cascade does not trigger recursively within the same resolution.
- Confirm morale UI updates before the player’s next input.