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Kirov
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Warsaw, Poland
Sep 2002 time: 06:24
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AFAIK, in order to produce Elite units, one has to have Command Center/Aerospace Complex/Naval Yard combined with Bioenhancement Center and +1 MORALE bonus (from Fundie, Power or Spartan inherent setting). My question is if additonal +2 MORALE (for a total of +3) can be used instead BC? In other words, can I train Elite Rovers with CC, Fundie and Power? +3 MORALE means, from Datalinks, "+2 Morale (+3 on defense)", but I have never noticed any difference between attack and defense (but maybe I'm wrong).
One more problem: how does unit gain those additional morale bonuses, displayed as small (+) and (-) along with Morale rating? To my astonishment, I have just recently built Elite Cruiser with only 8 (Maritime CC provided) movement points! That unit had a small negative bonus shown as (-) from the very moment it had been built. Did someone have the same? I'm slightly confused with this Morale problem, I must admit, and a long post explaining the whole issue would be very appreciated...
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:24
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Mucho thanks, Og. More questions I have:
1) Datalinks at CC states that "All negative MORALE effects are cancelled for units in
base square; instead such units receive a +1 MORALE modifier.". So it only confers for the units in base square, isn't it? Does moving the unit out of the base mean (under Wealth) it has negative morale bonus? It would cause very stupid effects, for instance, Very Green unit would be Disciplined in the base square (and only there)...
2) Could you give more examples of the things that cause '+' and '-'s? I haven't realised that drone riots drop morale.
3) Can transport and former be elite, to have +1 move point? It would work great for, let's say, infantry transport...
4) -2 MORALE is said to halve the positive bonus effect. Is it true? I have never seen that and I'm almost sure it's a humbug.
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:24
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From a cursory view yes the extra move is the way to see a noncomabt units morale.
IIRC though if you click on the square and the drop down box shows up allowing you to pick units in the square to activate you can see the inherent morale of formers and the like through that means as well.
Last edited by Ogie Oglethorpe on 06-01-2003 at 21:55
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:24
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First, you can see the morale of a unit (any unit) by the size and shape of its owner flag. As morale increases, the flag gets various new outgrowths - it is a bit hard to describe without doing screenshots, and I can't be bothered to do that, but you will see what I mean if you look closely. Very green units have a plain flag, elites have a much bigger one.
Second, Ogie does a decent overview but muddies the waters a bit by making no distinction between Morale SE and unit morale effects and getting some numbers wrong.
Morale SE has exactly the effects the game says. Thus, for example, units get -1 unit morale under -2 Morale SE, and training facilities only add 1 instead of the usual 2. The extra morale you get on the defence at +2 and +3 Morale SE is marked with a single (+).
The children's creche has two distinct effects on units' fighting ability:
1. If your Morale SE is negative, it gives a +1 bonus to unit morale level (very green to green etc.) for units trained at the base. This means units trained at a base with a creche but no other morale enhancing facilities will be green at 0 Morale SE (no creche effect), also green at -1 or -2 Morale SE (-1 for the SE, +1 for the creche), and very green at -3 or -4 Morale SE (-2 or -3 SE, +1 creche, with very green being the lowest morale a unit can have). Bonuses from command centres etc are added to this, so with a command centre also in the base, unit morale should be as follows:
0 SE: Hardened (0 SE + 2 com)
-1 SE: Hardened (-1 SE + 1 creche + 2 com)
-2 SE: Disciplined (-1 SE + 1 creche + 1 com)
-3 SE: Green (-2 SE + 1 creche + 1 com)
-4 SE: Very green (-3 SE + 1 creche + 1 com)
The morale boost is permanent and independent of location.
2. The creche gives a temporary bonus to units in the base square. This bonus is marked as a series of (+)s, and is (1 + number of negative shifts from SE), ie (+) at 0 or above, (++) at -1 or -2, (+++) at -3 and (++++) at -4. Each (+) gives you a 12.5% combat strength bonus (the same as a shift in morale level). This bonus works both in attack and defence, but it is tied to the base square. If you leave it, the bonus is gone until you once again enter a creched base (which need not be the unit's home base).
Then there are three complications to this:
a. At +2 or +3 Morale SE, units get an additional bonus on the defence (as already mentioned). This is also marked as a (+) and is cumulative with the above, however, this (+) will not help your attack.
b. Very green units always have one (+), which only works in defence. It is superseded by the creche bonus above.
c. When their home base is in drone riots, units get a (-), which is a negative 12.5% modifier and cumulative with everything else.
With this, the actual results of Ogie's three examples are:
Ex. 1: Hardened (++)
Ex. 2: Disciplined
Ex. 3: Elite (+)
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