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However, as for the the point about maintenance - that's why I mentioned an exclusion list similar to "all_non_chs", instead of an inclusion list like `all_units`.
You include 6 *categories* instead of several thousand units individually, but then individually exclude undead unit records. That's 240-ish undead units, instead of 3.6k-ish total you currently have to maintain. Modders would not need to add all units, as their units are included automatically in the base unit categories (assuming the mod doesn't touch those) - they would only need to list units to exclude, if applicable (like undead).
Likewise, for a superseding ability that turns it off, modders would also only have to add it to units that need to be excluded, not "each unit they add" - only undead units (or whichever other units they also want to exclude).
Tldr, its either the same amount of work or added to undead units too, and neither method adds it to custom battles.
Biggest reason was that it didnt add to units in custom battles, which have been both incredibly important for testing and also something many people asked for.
Another reason is that if i didnt use the all_units set, it would need to be individually added for modders anyway, which would be a virtually identical amount of work as adding it as a land_unit_ability (one line, two entries for both). If I did use it for all_units, it gives it to undead, which i didnt want for both thematic and mechanical reasons. I could have gotten around this by adding a second ability to undead units that supercedes the original and does nothing, but then its back to the issue of modders having to add an ability to each unit they add.
But I think that units with 'unbreakable' have static leadership to begin with, don't they? I.e. it's not just that they don't rout - leadership doesn't change for them mid-battle at all. If that's the case your abilities should never trigger for them to begin with, meaning they could be safely applied to all units... except just undead.
If mod users wanted to add their mods, they'd simply add their *exclusions* to your `all_units_with_morale` set, instead of having to add all their units (as those would be typically included by default through the vanilla categories).
That said, if you want to apply them to all units in the game *except* a given selection, you can simply create a new set, say `all_units_with_morale`, and in `unit_set_to_unit_junctions_tables` use the `exclude` option, instead of manually listing nearly every unit in the game.
Check out the `all_non_chs` for example. It first includes all units (by including all unit categories in the set) and then manually excludes chaos unit records explicitly.
That's much easier to maintain, imo.
Another approach that could work would be to apply it to all units by default, but have an extra hidden ability that supersedes both morale abilities, and apply that ability to just the undead/unbreakable units. Same way one would remove 'wounds' from single entities, basically.
The enabling effect (effect_bonus_value_unit_set_unit_ability_junctions_tables) can be run from, for example, the difficulty effects, since they run globally (`campaign_difficulty_handicap_effects_tables`), and a scope of `faction_to_force_own_unseen` would work.
You'd have to list the effect for both abilities, all difficulties, and player vs AI separately, but that's still much less work to maintain (28 records I believe) than listing all units. Plus, it covers mod compatibility, backwards and forwards.