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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:36
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Okay, as you may have figured out, I'm a unrepentant Morganite. As such, I've gotten into the habit of making virtually ALL my units clean, once such technology is available to me. My logic has been that it's better to have 2 cheap units than 1 expensive one, especially when you use the unit designer to make the most out of your cheapo units.
To be sure, some combinations can be very effective, such as Blink with Drop, but for the vast majority of the game, I'd still rather have 1 clean silksteel garrison with trance and 1 clean silksteel garrison with ECM than one clean silksteel garrison with both.
Does everyone else use clean everywhere, or is it just me? If you do build non-clean units, which ones do you pay to support and why?
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TimeTraveler
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I'm also a big fan of clean reactors and usually put them in as many units as I can, including all new units. My major reasons for them are that I like to run Democratic a lot, and I don't like when my hordes of terraformers run my bases into diminished or even halted production.
The clean reactors also come in handy when someone declares war on me, because I can then have my bases churn out a lot of units with which to attack the enemy's heavily guarded bases, or if I'm running FM, defend against any invasion for a while.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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Just my observations, and I've been known to ramble some.
The main thing about clean is it generally saves minerals in the long run allowing you to spend less in support (this has been clearly stated by those earlier). This ofcourse leads to the question of how long you will be able to keep the unit in question. How long you intend to keep the unit is then further balanced by the additional unit cost and by the support rating you have.
Front line military units during a war are probably the worst units to make clean. Use up your free support units with these units. While garrisons in the middle of your empire when nobody is going to attack you should probably be made clean as they’re likely to just sit there for several decades.
I would go as far to say the terraformers, police and garrisons the units least likely to see action should be clean. Then garrisons near the edge of your empire and border patrol units should probably be clean. Then depending on whether you are at war or not and how much support, you need to consider whether it’s actually worth making your attack force clean when a large portion of them may get destroyed.
During a transition stage to clean and when you feel you have enough support I would say build clean garrisons and rehome them to your central bases and move the old garrisons out to the exterior bases. Possibly even upgrading the unclean garrisons to attack units as they reach the very front line.
For example if you had 10 bases and had 0 support (able to support 2 units), and you’re planning to go to war soon. Then I personally would go for first homing 2 unclean attack units per base. If the war goes well perhaps make clean attack units while making sure to put the unclean units at the forefront of the war when you have a choice.
If you're trying to conduct war in freemarket people will often suggest rehoming many units to a base with punishment spheres or to an all (or almost all) specialist base. This would usually mean you can't afford to have a large unclean military a single base can't support it and hence you probably need to make all but the kamikaze units clean.
Ofcourse the longevity of the unit is tempered by your own need for turn advantage. I can easily imagine the case where you would upgrade police garrisons to clean before upgrading terraformers. Simply because you can’t afford to upgrade all the terraformers at once and individually upgrading police garrisons means you don’t lose a turn of terraforming for each upgrade. I feel that people incorrectly decide they need to upgrade terraformers first and lose turn advantage when they could have gotten the same effect from upgrading the backline garrisons. In fact the garrisons in your central bases will probably last longer than your terraformers as your terraformers will probably be at the edges of your empire at the start of the attack.
Another example of turn advantage being more important than making units clean is if you're under attack and losing some ground. That would be a bad time to be fussy about clean garrisions. Build unclean units because if you lose the base it just won't matter how clean your units are.
Then again if your bases are producing more minerals than the cost of unclean unit you want. Obviously making the units clean is better since there’s no real cost difference.
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Zeiter
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I used to be a big fan of the clean reactor, but lately I've not used it as much. The only units I'll make clean now are core garrisons and occasionally some formers. And all of those I upgrade to clean. I almost never build clean units. It just seems to take too long. I guess if I have no wars going on (which is rare, it seems) but I want to increase my military, I'll put clean reactors on cheapo units like Best-1-6 cruisers (which I often use as my naval blitzkrieg force) or Best-1-2 rovers or especially Best-1-1 hopefully elite infantry. But that is rare. Usually I find that my $$$ can be better spent. I mean, you can have 2 clean military units, or 3 regular military units.
Actually, I do like to put clean reactor on my needlejets and choppers. Often I'll find a few of my highest mineral bases, put an aerospace complex in them, and wholly devote them to just choppers. With they start producing a chopper every turn or two, the support costs can start to get high, so I'll put clean reactor on those.
I guess one reason that I don't use clean reactors much lately is because lately I've been using a lot of throwaway units (like Best-1-1 infantry-super cheap!! or Best-1-1 artillery-also super cheap!! or, like I mentioned before, Best-1-6 cruisers. These units' life expectancy is usually less than ten years, but in huge groups, they really get the job done fast! To compensate for the lack of armor, I'll throw in some AAA and ECM garrison units to go along with the invading force. After I empty the bases with my cheapo units, I hold the bases with the garrison units (and probes, of course). I figure that having a 6-1-1 and a 1-3-1 ECM unit is much more useful and versatile than having just one 6-3-1 unit.)
So that's my stance on the clean reactor. It is useful in some circumstances, but it is in no way a "holy grail" ability of sorts like drop pods, AAA, or ECM, IMO.
BTW, ECM is so good, it almost seems to render rovers and hovertanks obsolete. It costs nothing to put on garrison units, and it renders an attack by a rover or hovertank drastically less effective. After the enemy has ECM units, I drastically cut down on my production of rovers and instead direct my efforts towards building elite infantry. I bet Nanominiaturization (the hovertank tech) would be much more appealing if the ECM ability didn't exist.
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Enigma_Nova
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quote: Originally posted by CEO Aaron
I'd still rather have 1 clean silksteel garrison with trance and 1 clean silksteel garrison with ECM than one clean silksteel garrison with both.
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How did you get 3 modifiers?
Did it neurally graft ECM on its ass or something?
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Santiago_Claus
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In theory I follow the 30-turn-lifespan rule, but when it comes down to real designs the only place "clean" is really practical is on formers and some garrisons and transports.
Notice the fission *-1-1 former gets "Clean" at a 50% discount?
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:36
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My approach when playing Morgan is the opposite of Chaunk's...I'll put clean on garrisons and formers and often interceptors; but not on ships, attack aircraft or assault troops. Ships have no survivablility - the clean cost cannot generally be recovered, Besides, I prefer to use deep radar on most ships, so using clean would prevent the employment of any other ability. I expect attack aircraft and assault troops to take heavy casualties,,,better to have those losses and the replacement of units so lost be as inexpensive as manageable.
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