This is a pretty good observation. However, I have doubts that this is happening because of low morale.I'm getting fps drops near the end of big battles, what I think is happening is that it is related to the moral system, the ''low morale'' troops don't flee from battle, they just drop their weapons and stand there, maybe the AI doesn't know where to flee to, what I think happens next is that the ''winning troops'' get confused on where to aggro and the game starts lagging
Because there is this catch for Ruins map, since you are actually at the edge of the map already, when fleeing logic triggered, they are thinking that they already left the battlefield because they are standing at non-navigation-mesh. If you change the spawn location, you shouldn't see this behaviour. Still, I'm also experiencing this FPS drop at the and of the battle. I'm guessing this is happening when agents ( ally or enemy ) tries to attack the same people at the same time which triggers lots of collision calculation. Unfortunately, there is no way to avoid this - if this is the reason.
Could you make another video in another map with navigation mesh is activated for this benchmarking? Even though its a night map, sergeant map 10 is good for this one for this test.










