Originally posted by Ironstar
I disagree. I think the morale system works very poorly indeed. Even when one's army wins a battle, it loses morale as it fights to that victory. Many times, one's army can be winning big, yet run out of morale and run away from a force it was about to annihilate. What sense does that make? I know if I am winning a fight, I feel great even if I am getting tired while doing it. One could argue that in the chaos of battle, anything can happen, and winning armies (or armies that could have won) could easily be set to flight by some miscommunication. But how often did such really happen? Flukes are called such for a reason.
Morale-based losses should not happen without a reason. Morale should not decrease without a reason.
Being shot at with firearms and cannon was enough initially to cow many American natives, for instance, so tiny European forces being able to defeat them easily makes sense.
But setting bayonets and walking right into withering clouds of musketry eventually became of a way of life for European soldiers, so having them lose tons of morale if they're not really losing the battle does not.
I have faced one too many instances where I've had fully paid troops at high tech levels run away from armies of rebels a fifth their size, or pirate fleets a tenth their size. This part of the battle system is ridiculous, because exceptions (smaller forces driving away larger, etc) are the rule.
There are many, many cases of nominally superior armies who lost battles, due to unexpected events, miscommunication or simple bad luck - i.e. morale collapse. There are also a great number of armies that were too exhausted by their victory to immediately exploit it. Don't assume the soldier on the field ( or even the commander ) really 'knows' whether his side is winning or losing while the battle is raging. If you've ever seen period firearms set off, you know they produce thick smoke - the literal 'fog of battle'.
On the whole, if you bring an army to the field with superior numbers, tecnology and morale ( or off-setting advantages, such as greatly superior numbers for lower quality ), you will usually win. If you have reserve forces, even an exhausting victory can be followed up. Unfortunately, the best army does NOT always win, and the game reflects this - another reason for reserves.
As the quote goes, 'A rational army WOULD run away', and that certainly holds true for gunpowder-era troops too, particularly before the age of nationalism. No-one sane likes being shot at and troops may tolerate gunfire, artillery fire, pike, bayonet and cavalry in different degrees.
At least for the Spaniards, gunpowder, horses and disease were not enough. They usually recruited 'auxilliaries' from the natives who were unhappy with the current ruler and used those to 'bulk up' their Spanish core.
I'm not one of the designers, obviously, but I think rebels and pirates are more difficult to defeat because they need to be for game-balance reasons. Monarchs and nations of the period had to devote considerable resources to 'security', and in this game we do too. At least until we develop higher levels of technology and can smash the 'rebel scum' flat!
I have suffered, like you, from the 'WTF! No way I could have lost that battle!!' reaction. I have, also, WON several that I really should not have, so for me the game system works pretty well, most of the time.
I'm just saying there are a lot of variables here that a simpe, abstracted combat system is trying to juggle. If the 'best' army always won, a lot of the game's charm would be lost for me.