National Morale Modifier (For AI games)

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Dereck
Posts: 3112
Joined: Mon Sep 06, 2004 10:43 pm
Location: Romulus, MI

National Morale Modifier (For AI games)

Post by Dereck »

After I started a new campaign and was consistently being creamed by the AI I took a hard look at the national morale for the Germans and the Soviets. I made the spreadsheet below. What I basically did was take the default German and Soviet national morale (the gray 100% columns) and then determine the difference (the white 100% diff column).

For each level of AI national morale over 100 I determined what the modifier would make their morale and then subtracted the difference to determine what the Soviet morale should be. The green column shows what the Soviet national morale modifier needs to be for each quarter to keep things equivalent to a normal 100% morale game.

This spreadsheet is using the National Morale levels I have for my scenario but can be modified for any levels.

National Morale Modifiers.jpg
National Morale Modifiers.jpg (180.9 KiB) Viewed 262 times
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
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Wiedrock
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Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: National Morale Modifier (For AI games)

Post by Wiedrock »

Nice work. I'll add it to the WITE2 Links Collection in the "Ressources→Modders Help, Informations" section I suppose it fits there.

Could you add 1-2 easily digestible examples/descriptions? (e.g. I want to play X and the AI shall have modifier Y, that's why I need to mod NM to Z.)
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Dereck
Posts: 3112
Joined: Mon Sep 06, 2004 10:43 pm
Location: Romulus, MI

Re: National Morale Modifier (For AI games)

Post by Dereck »

Wiedrock wrote: Sun Jun 01, 2025 6:43 am Nice work. I'll add it to the WITE2 Links Collection in the "Ressources→Modders Help, Informations" section I suppose it fits there.

Could you add 1-2 easily digestible examples/descriptions? (e.g. I want to play X and the AI shall have modifier Y, that's why I need to mod NM to Z.)
I only play the Soviets against the Axis-AI so I very much doubt it would be any use - or even needed - for an Axis against the Soviet-AI. If one DOES decide to use it I suppose just switch the two National Morales so the Soviet NM is on the left and the German is on the right. That should give the NM modifiers for that situation.

And the simply reason I created this is, with all the hard-coded and other biases the Axis AI was already too strong and giving it more of an advantage with the increased National Morale which comes from setting the morale above 100 for the AI to work I had to do something. This seemed to fit the bill though I created it and implemented it after I was about a month and a half in my current scenario so I can't tell how effective it will be yet.

Anyways here is the actual spreadsheet. Feel free to play around with it and modify it as needed.
National Morale Modifier.zip
(10.65 KiB) Downloaded 17 times
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
User avatar
Dereck
Posts: 3112
Joined: Mon Sep 06, 2004 10:43 pm
Location: Romulus, MI

Re: National Morale Modifier (For AI games)

Post by Dereck »

I've made some modifications (too late to apply completely for my campaign) where both sides have variable National Morale to a point. This is set for a game against the Axis AI at 110 difficulty. I just worked on it this afternoon so it may need some tweaking.

Here is a screen print of the spreadsheet:
National Morale Modifiers.jpg
National Morale Modifiers.jpg (208.38 KiB) Viewed 132 times
And here is the actual spreadsheet:
National Morale Modifier.zip
(12.32 KiB) Downloaded 1 time
PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)
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