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* In ''TabletopGame/HcSvntDracones'' each side of a battle has a "Nerve Pool" that is reduced whenever a combatant takes damage or suffers a near-miss. When a side's Nerve pool drops to a certain threshold, ranging from 50% for Enemies of Circumstance to "To the Death" for Relentless Enemies, they usually surrender or attempt to parley.

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* In ''TabletopGame/HcSvntDracones'' each side of a battle has a "Nerve Pool" that is reduced whenever a combatant takes damage or suffers a near-miss.[[NearMisses near-miss]]. When a side's Nerve pool drops to a certain threshold, ranging from 50% for Enemies of Circumstance to "To the Death" for Relentless Enemies, they usually surrender or attempt to parley.
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* In ''VideoGame/NewHorizons'', it's very important to keep the crew's needs satisfied. An happy crew will be more effective in combat, and not immediately turn against his captain if he/she stiffs them out on payment. Feeding them, providing rum, winning battles, paying extras, will rise their morale to "Superior" or "Heroic". A captaine ignoring that, or having over one million gold on her/his ship without dividing the plunder, will soon be facing a "treacherous" crew, that can start a mutiny that forces you to fight for your ship. An enemy with low morale is also much more likely to surrender.

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* The ''VideoGame/TotalWar'' series implements a Morale Mechanic for army units that determines how long they're able to stand and fight before breaking and fleeing from the field, beyond the player's control. Professional units have better morale than levy troops or town militias, and some units have exceptionally high morale, like religious fanatics or [[BraveScot Scotsmen.]] Being near an army's general will improve units' morale, while on the flipside, killing an army's general is a good way to break their line. Other ways to damage an unit's morale include but are not limited to: breaking friendly units near them, shooting them with FlamingArrows, noisy gunpowder weapons or medieval flamethrowers, sending WarElephants at them, charging them with units that give [[{{Kiai}} a fearsome war cry]], charging them in the flank or rear, throwing [[BeeBeeGun beehives]] at them, lighting a herd of pitch-covered pigs on fire and sending them squealing into the enemy ranks, or flinging a diseased cow carcass at them with a trebuchet. But when you do break the enemy, make sure to give them an escape route - completely surrounded units will go into a [[LastStand "Fighting to the Death"]] state when they realize they have nowhere to run and nothing to lose.

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* ''VideoGame/TotalWar'': The ''VideoGame/TotalWar'' series implements a Morale Mechanic for army units that determines how long they're able to stand and fight before breaking and fleeing from the field, beyond the player's control. Professional units have better morale than levy troops or town militias, and some units have exceptionally high morale, like religious fanatics or [[BraveScot Scotsmen.]] Being near an army's general will improve units' morale, while on the flipside, killing an army's general is a good way to break their line. Other ways to damage an unit's morale include but are not limited to: breaking friendly units near them, shooting them with FlamingArrows, noisy gunpowder weapons or medieval flamethrowers, sending WarElephants at them, charging them with units that give [[{{Kiai}} a fearsome war cry]], charging them in the flank or rear, throwing [[BeeBeeGun beehives]] at them, lighting a herd of pitch-covered pigs on fire and sending them squealing into the enemy ranks, or flinging a diseased cow carcass at them with a trebuchet. But when you do break the enemy, make sure to give them an escape route - -- completely surrounded units will go into a [[LastStand "Fighting to the Death"]] state when they realize they have nowhere to run and nothing to lose.



** "[[VideoGame/TotalWarShogun2 Awah men are running from the battlefield!]] [[MemeticMutation Shamefur dispray!]]"
** ''VideoGame/TotalWarAttila'' noticeably adds a new way for LosingTheTeamSpirit - breaking and burning down the settlement's buildings in a siege will erode its defenders' morale.
** ''VideoGame/TotalWarWarhammer'' has a unique morale mechanic for each faction. The Dwarfs never suffer civil wars inside their own borders due to racial UndyingLoyalty, but they note all the wrongs against them as [[ThisIsUnforgivable "Grudges"]] which have to be fulfilled otherwise the Dwarfholds begin to feel discontentment and shame, leading to decreased economic efficiency and diplomatic penalties with the minor Dwarfholds. The [[BloodKnight Greenskins]] have a "fightiness" meter which fills as armies enter battles and drains due to losing battles repeatedly or just inactivity; a full bar will give free units and hefty bonuses to existing units while an empty one will lead to attrition losses as the frustrated and fight-deprived Orcs begin turning on each other. The undead {{Mooks}} of the Vampire Counts are immune to morale damage and never run away from losing battles or units that cause Terror, but being in battle too far from a Hero will cause it to "crumble" as the magic bindings animating them begin to fall apart: Vampire Counts also have a strategic mechanic in the form of [[TheCorruption Vampire Corruption]]; high Corruption in an enemy living province causes armies of undead to spontaneously rise up, and low Corruption in Vampire-dominated provinces causes revolts as the surviving peasantry grow a spine and grab their TorchesAndPitchforks. Generally, the standard ''Total War'' morale mechanic stays, but this time killing [[OneManArmy the enemy commander]] is often easier said than done.

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** "[[VideoGame/TotalWarShogun2 Awah men are running from the battlefield!]] [[MemeticMutation Shamefur dispray!]]"
** ''VideoGame/TotalWarAttila'' noticeably adds a new way for LosingTheTeamSpirit - -- breaking and burning down the settlement's buildings in a siege will erode its defenders' morale.
** ''VideoGame/TotalWarWarhammer'' has ''VideoGame/TotalWarWarhammer'':
*** Two additional forms of moral effects are present in battle. Some units, primarily monstrous humanoids such as trolls, ogres, and the like, monster-riding cavalry units, and undead troops -- cause Fear, which places
a flat morale debuff to all enemies in a certain area. Huge monsters such as dragons, mammoths, dinosaurs, or giant demons instead cause Terror, which causes a huge but temporary loss in leadership when the Terror-causing unit attacks; charging such a monster into a knot of low-level troops can instantly cause a mass rout, especially if their morale is already low. Units that cause Fear are immune to Fear themselves, and units that cause Terror are immune to both. Some units, primarily veteran or highly professional troops, are Immune to Psychology and will not take Fear or Terror debuffs.
*** In addition, there are
unique morale mechanic for each faction.several factions. The Dwarfs never suffer civil wars inside their own borders due to racial UndyingLoyalty, but they note all the wrongs against them as [[ThisIsUnforgivable "Grudges"]] which have to be fulfilled otherwise the Dwarfholds begin to feel discontentment and shame, leading to decreased economic efficiency and diplomatic penalties with the minor Dwarfholds. The [[BloodKnight Greenskins]] have a "fightiness" meter which fills as armies enter battles and drains due to losing battles repeatedly or just inactivity; a full bar will give free units and hefty bonuses to existing units while an empty one will lead to attrition losses as the frustrated and fight-deprived Orcs begin turning on each other. The undead {{Mooks}} of the Vampire Counts are immune to morale damage and never run away from losing battles or units that cause Terror, but being in battle too far from a Hero will cause it to "crumble" as the magic bindings animating them begin to fall apart: Vampire Counts also have a strategic mechanic in the form of [[TheCorruption Vampire Corruption]]; high Corruption in an enemy living province causes armies of undead to spontaneously rise up, and low Corruption in Vampire-dominated provinces causes revolts as the surviving peasantry grow a spine and grab their TorchesAndPitchforks. Generally, the standard ''Total War'' morale mechanic stays, but this time killing [[OneManArmy the enemy commander]] is often easier said than done.
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* Brutally kill a few guards in the ''Franchise/AssassinsCreed'' series and some or all of the rest may flee.

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* Brutally kill a few guards in In the early games of the ''Franchise/AssassinsCreed'' series and some or all of enemies may flee if the rest may flee.fight is too one sided.
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* ''VideoGame/CrusaderKingsII'' gives each of the three "flanks" of any given army a morale level, which starts at zero when the army is raised, fills up over a few in-game days, and is reduced to a maximum of 50% during sea journeys. A flank's morale degrades as they take casualties in battle, modified by other factors (as a rule, morale falls slowly in the "skirmish" phase then more rapidly in the "melee" phase, and some MookCommander traits cause increased morale damage to opposing flanks), and a flank will break and run after a certain point, initiating the "pursuit" phase of the battle. A defeated army will typically flee several counties away, out of player control, before its morale begins to recover.

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