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==Morale== Morale affects the performance of a ship's crew. Ships deployed on long missions without suitable accommodation to keep the crew happy will suffer from low crew morale, and crews forced to work in overcrowded conditions will be equally unhappy. As morale drops, so does their performance. Low morale affects both crew training and fleet training ratings. Whenever a check is required that involves either rating, it is first multiplied by the morale percentage. This means that a ship with low morale will be slow to respond to orders and will not function well in combat. To improve morale, a ship needs to spend time on orbit of a planet with at a population of at least 10,000. This should be enough to provide bars, nightclubs, brothels, art galleries, etc. Note that maintenance facilities are not required, only people. While in orbit, the Last Shore Leave date will increase at the rate of 10x actual time. Once the Last Shore Leave date moves closer to the present day than the Deployment Time of the crew's ship, their morale will be back to 100%. Of course, resetting the counter entirely will allow for longer subsequent missions. Otherwise, it is more of a break during the existing mission. It's worth noting that small colonies set up to support the naval forces on the front lines may one day grow into something much larger as civilian traffic moves into the area. ===Long Deployment Times=== During every [[5-day increment]], every ship is checked for any problems with crew morale (a catch-all for unhappiness, tiredness, etc.). The length of the deployment since the "Last Shore Leave" date is checked. If the number of months since the Last Shore Leave is greater than the designed Deployment Time of the ship, then morale will be less than 100%. Crew Morale is set to Ship Deployment Time / Months since Last Shore Leave. For example, if a ship has been out for 15 months and the deployment time of the class is 12 months, morale will fall to 12/15 = 80%. ===Overcrowding=== Each 5-day cycle, the total number of crew on the ship, the crew of any parasite craft, any survivors the ship has picked up and any survivors on the parasites are compared to the number of available berths. If there are more personnel than berths, morale will fall. Crew Morale is multiplied by (Berths / TotalPersonnel). As well as the morale effects of overcrowding, it is possible the ship's life support systems may be overloaded. Even though some ships will have extensive crew accommodations, most of that will be recreational facilities. The life support element of those systems is based on the expected crew numbers plus a 20% safety margin. If overcrowding exceeds 20%, there is a chance that life support systems may start to fail. During each 5-day cycle in which Total Personnel/Berths is greater than 1.2 (i.e. more than 20% overcrowded), each crew quarters system is checked for failure. If failures occur they will be automatically fixed by the ship's onboard maintenance supplies until those run out. Ships may carry small cryogenic facilities to allow them to pick up survivors without causing overcrowding or compromising their life support systems. [[Cryogenic Transport|Emergency Cryogenic]] might be a standard fitting on a cruiser and a larger component might be used by "hospital ships". When a ship is transporting survivors, the number of available cryogenic berths is deducted from the number of survivors before considering total personnel numbers in the overcrowding calculation. Any survivors on parasites with available cryogenic facilities will also be excluded from total personnel. ===Undermanning=== If a ship's crew falls below half its normal complement, either due to battle or life support failure casualties, morale will be affected. The formula is Morale = Current Morale x ((Current Crew * 2) / Normal Crew) [[category:content]]
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