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karu-san
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Matsuyama, Japan
Dec 2000 time: 05:13
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hello everyone,
I would appreciate it if someone could elucidate the strange modifiers to morale that I keep seeing (esp. with the Spartans). To my knowledge, the possibilities are permutations of "+" and "-" signs, but letters often pop up. By permutations I mean that I've seen "+", "++", "+-", and "--". What do these mean? What effect to they have, esp. when the unit is already elite?
I suspect the letters have to do with things like being designated defenders, but why would this be listed next to morale? I keep wanting to test this kind of thing out, but time is always short for me. So if anyone has already done the exhaustive gruntwork (or any ) please let me know.
I skimmed Vel's immense and otherwise utterly complete strat. guide but I couldn't find it there, nor on the forum, nor in the datalinks. So, for that matter, is there another source of (basic) info that I'm missing?
Thanks in advance!
Karu-san (Paul Carr)
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mark13
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Northampton, England
Sep 2000 time: 05:13
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You are right in saying that the documentation provided with the game doesn't cover these at all, so here is a basic outline of what they are.
To start off, each unit is given a 'base' morale - ranging from Very Green (-25%) to Elite (+50%). Various facilities may alter these values - Children's Creche, for example, if the unit is in the base square, gives a unit two positive (++) morale modifiers, which effectively gives +25% in combat. A green unit in a base with a CC would say Green(++) meaning that whilst the unit is under the effect of the morale modifiers, the unit fights as if it were hardened (+12%). Running wealth gives a negative morale modifier IIRC, along with a -1 base morale.
I hope that has cleared things up. Actually, reading it over, it has probably complicated things even more - basically what you have to remember is that if a unit is under the effects of a (++) morale modifier, the unit fights as if it were two morale ranks higher than its base.
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karu-san
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Matsuyama, Japan
Dec 2000 time: 05:13
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Thanks, Mark13, for the reply!
Actually, you began to clear things up, but I think my question wasn't specific enough. If you have the time, let me ask a couple more specific questions.
1) What base fac's give negative modifiers? I have a whole army of spartans, cyborg fact., command nex., and playing power/police state. All of my units are elite, all away from base. Here are all the variants on my units:
elite (+)
elite (+)(-)
elite (++)
elite (-)
elite
now, can you tell me:
a) why some units are different than others, since the CC, you said, only affects units in the base square,
b) why some units have neg. modifier (what base facility gives a neg. mod?)
c)does this have any affect on my combat? According to what you said, the elite (-) should act like commando (+37%) but will all the others fight the same?
d)finally, sometimes, when my units fight, the battle readout says elite (+12%) (with no modifiers)Shouldn't this be ALWAYS 50% if there are no modifiers? Is this a glitch? Even if there were modifiers that I missed, I KNOW that no unit of mine has elite (---). What is going on here?
Thanks again for your last reply!
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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There was a huge argument a while ago about what exactly Children's Creches do. Some people thought they acted just like they say they do in the manual, some people thought they gave bonuses anywhere in a person's territory, others said they'd observed the bonuses applying even outside territory. So bear that in mind.
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DogberryMan
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I thought that the base facilities changed the morale of any unit that was created at that base. The CC I don't know about, but I thought the others gave a permanent bonus. BTW how does a parameter defense in a city affect combat (e.i. does it affect morale or combat strength which I thought was determined by armor and reactor type)
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Fitz
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& Anarchist
Mar 2000 time: 21:13
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The morale enhancing facilities (Command Center, Naval Yard, Aerospace Complex, Bioenhancement Center) all enhance new units that are created at the base that has them. They each add +2 morale levels to a unit of the appropriate type (unless -2 MORALE SE, in which case they add +1 morale).
This adjustment is permentant, but I can't remember if the SE is an instantaneous affect or applies only to new units. In other words, when you change to -2 MORALE, does it drop you by -1/facility enhancement until you swith back to a higher level?
Anyway, the Children's Creche has the following morale level effects:
All negative penalites from MORALE SE settings are removed and instead you get plus one morale level, however the halving of bonuses is not canceled. i.e. - at -2 MORALE (-1 morale, + from facilities halved), a unit instead get +1 morale, + from facilities halved.
This effect affects any unit homed at a base that has a Children's Creche, and that affect AFAIK remains in force as long as the unit is in your territory.
Perimiter Defense add +100% to the defense rating for any unit inside the base, which is determined by armor as a base score, modified by morale, facilities, and special abilities as normal. Reactor types don't affect the combat score, they affect the number of hits a unit can take. Some attacks bypass the perimiter defense bonus, but I can't remember what they all are (possibilities include air attacks, native life, artillery, naval, but I don't garuntee any of those bypass).
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