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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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I have to confess that I haver never built a unit with clean reactor. But I read in the threats that many poeple build clean units.
My opinion is, that support plays only a role in the early game, than mineral production is low. But in this time, clean reactors aren't avaliable.
Later in the game, I build military units in specialised bases with high mineral production.
I didn't care about two ore three minerals for support,
if my city produces 40 or more minerals each turn.
Additionally, clean reactor is an expensive special ability (factor 2), which means that the clean unit takes longer to produce and, because of this, the reactor pays itsself only if the units survives long enough.
Third argument, an unit can have to special abilities maximally. Clean reactor takes one of this away. I think it is better to use this place for anonther special ability which helps this unit in defense or attack (i. e. AAA, soporific gas etc.). That lets them live longer and so, let them pay the price for the support mineral in another way: You don't have to produce a substitute.
The only units that seem to me perhaps valuable for clean reactors are formers, because they are detemined for not fighting and need no fighting special abilities.
So, what are the arguments what let You produce clean units.
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DogberryMan
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Clean reactors are good for several reasons. First of all you are right that you wont take much of a hit in production if you have a couple of units in bases that produce 40 or more minerals, but if you have a poor support rating (when I play as Morgan I have a –1 support) you may not be able to support any units for free. This brings me to the point, if you build more than a few units in each base (I often build upwards of 10 to defend each base) then that will actually start to take a toll on your minerals. Another example is with navel units. I usually only have one or two costal bases and because of this those are the only cities that can build navel units. If you want to field a large navy, then you will cripple the mineral production of those two cities unless you use clean reactors.
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"Are you good men and true?" Much Ado About Nothing, Act III, Scene III
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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quote:

Originally posted by Sikander on 01-24-2001 03:28 AM
Obviously garrison units and formers usually live a very long time and are thus great candidates.
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For me, garrisons would be the last unit I gave clean reactors. The reasons: It's their job to defend against a) other factions unit's, especially air force, b) native life. For the reason of this, they need two special abilities: AAA and trance. No place left for clean reactor. Second reason: Until You have a very bad support rate, Your first units, and to this belongs the garrison, will be free.
To Ogie and the others: I agree that long-surviving clean units pay their price, and I am sure I would use clean reactors if I could build units with more than two special abilities. But because I can use only two, I very like to use both of them to push up the strengh of the unit.
I will use my "nightmare"-gravship for example.
It is a best weapon, psi armor gravship, special abilities X-Gas and D-Wave. The thing made to play around on Marr's territory. If I would change one of the special abilities against clean reactor, it would not work any longer, because X-gas is essential against the aliens and D-Wave is necessary to avoid empath attacks.
It's the same with other units.
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Lord Maxwell
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Uppsala - Sweden
Dec 1999 time: 05:13
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I often build clean reactor units, but mostly for home use. I find it to be the most degenerate part of the game. (Well, that and getting 2-3 techs per turn without an energy park. 
All my bases can complete some kind of unit on the chassi I really want, if nothing else so atleast a bare scout, which can then be upgraded with money. After the opening play I find energy coming out of my ears, especially from the specialist heavy bases. If a base has engineers it will still produce cash no matter if research is set at 100%.
So, turn 1, build the troop. At the end of the turn it builds it gets a bought upgrade to a better chassi. I have a special base with lots of minerals set up for building prototypes. Prototypes are also never disbanded, rather their special morale bonus gets used to benefit.
Playing as morgan I can field more units than the AI Yang can ever match. Against the AI this is excessive, but against a human opponent you can't generally conquer his entire empire with 3 rovers and 2 probes. (My usual force against the comp.)
Why does the same guy need AAA and trance? You get one AAA/clean, one trance/clean one empath/clean. You get the picture. 
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Gregurabi
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Lorain, OH, USA
Jun 1999 time: 05:13
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Building a clean-AAA unit and a clean-trance unit does not take 4 turns -- it takes 2.
Turn 0: Begin construction of 1-1t-1 (or better), rushing production if appropriate.
Turn 1: first 1-1t-1 completed and active; upgrade it to 1-<best>-1*2 clean (or better) and continue production of next 1-1t-1 (or better), rushing production if appropriate.
Turn 2: second 1-1t-1 completed and active; upgrade it to 1-3tr-1*2 clean (or better) and assign production to whatever you want next.
That's only two turns' worth of production time & minerals, and a large chunk of cash.
[This message has been edited by Gregurabi (edited January 24, 2001).]
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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OO and Gregurabi: You're right of course, but Big C. brings it on the point.
I think I use those AAA/trance and other combinations of two special abilities because I am safety-mad, like the guy who wears belt and a pair of braces at the same time. ;-)
quote:

Originally posted by Ogie Oglethorpe on 01-24-2001 11:52 AM
So if you need 10 units from a base (assuming you have the energy to handle it) it would take 11 turns to build said units.
Og
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10 Units from a single base? You really do this often?
Perhaps this is this reason why I don't rely on clean units. I don't build so much units, because I always rely on quality, not on quantity.
For defense, my basic crew is 3 or 4 units (one or two best armor AAA/trance, one best weapon/empath+something else rover or needeljet, one probe (needs no support)).
In this way, my normal base had only to support 3 to 5 units (included 1 or 2 formers), which wouldn't hurt me very much.
The attack crews (not 10, but only 3 or 4 units, but only of the best) are produced in specialised bases with high mineral production. And of course, when they have do their duty, they conquer a base and can be rehomed to this base, or they get lost and need no support any more.
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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Clean units have their place - I build quite a lot of them under certain circumstances. In MP, the role of clean is less important - you can rarely be sure that units will survive long enough to repay the additional cost. Depends on the map.
In SP, garrisons and formers are invaluable clean. I have had games with 60 or 70 formers, the majority of which survive indefinitely.
Similarly, almost all garrison units will survive forever in SP, if you are playing a builder game In fact, I'm often forced to upgrade garrisons simply to free up slots in the workshop, otherwise those original 1-2-1 chappies would be there to the end of the game 
I'm surprised at the importance placed on trance. By the time you have clean, you are also close to very decent armour and decent defences. If your ecodamage is ridiculous, then trance may become an issue. In my games, trance has rarely been required, since I have an energy focus and minerals in the later game are provided by non-polluting satellites. Native life attacks are rare, and the only ones worth worrying about are locusts. In which case, AAA will do the job ... In any event, I would simply build an additional clean, best armour, trance defender if it were absolutely necessary. The attack will be countered by the defender best-equipped to handle it.
The game in which clean reactors are indispensable though, is the One City Challenge. Without it, you simply cannot support the number of units that will be required to survive and prosper in the mid to late game.
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:13
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(to Ogie post) I %&%^? hate it when that happens!
Oh, and another reason to have more than one defender . . . That 1-1-1 scout patrol maybe the difference between that rover destroying the patrol, or rolling into his new city.
[This message has been edited by Travathian (edited January 25, 2001).]
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