I don't see what is so convoluted about figuring basic principles of volume of fire for the sake of realizing rates of attrition. Especially, in a thread of this title. The expected attrition is how all functions should formulate. I have said under the engine's conditions that a 0.02/minute rate of attrition maybe too high but, would be my expectation of musket range formation fire. Broadening the subject to morale, training, and bird augury won't solve if noone but me can present an attrition formula of one musket formation firing at an adjacent one in a turn. Denial isn't a counter argument.
Since the thread title is "Infantry Morale and Effective Rout Rate" now:
http://www.acwgc-engineering.com/Docs/A ... of%203.pdfA simple table under 'morale checks and routing' pg. 3 of that document. That we're using absolute values in the 'loss / (loss + (str/10))' can be considered a subset of the disorder spreading effect of the program. So, if a 1000 man column loses nearly an entire platoon at it's front than despite human emotion and reaction qualities they are no longer physically organized in the same manner as before they took fire. A smaller formation taking the same losses can be considered as only twice as likely to become disordered because smaller formations are more cohesive and easily reformed. The see-saw effect of the losses:proportion equation is that given 10% the losses the 250 man formation now has over 3 times the chance to disorder than the 1000 man formation.
It's the mandatory morale test afterwards that I think is greaty flawed whereby (pdf next table) a simple prorated pyramid scale based on a narrow 1-6 range is used. The rout test, command test, and leadership attributes are way to narrow for their supposed definition. We have 3 hardcoded combat multipliers ranging 156 (5-160) digits and more decisive rout test values only of 6 possible random results. That's a really lopsided system of values which encourages the scripter to bypass morale. It's like (not really) a Dungeon's and Dragon's character being attacked for dozens of hitpoints in damage and than having a vorpal sword decapitation die roll every round. Who care's about the hitpoint currency (men) when you must put up with the chaos of incapacitation every round (suddenly R counters everywhere). That's some Japanese level RPG evaulation.
Your next statement is that "everyone pissed themselves and ran away in Napoleonic battles". Well my opinion is professional soldiers would rather die gripping their intestines than waste a chance at so much enjoyment as unrestricted homocide. My opinion nullifies yours in the argument so let's return to the program functions and maybe come up with a moderation of these ridiculous switch effects in a TBS game. For morale rout testing the easiest solution is to increase quality across the board. We could maybe even return to the off topic subject of infantry fire and effective hit rates.