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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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Things that don't work like they say:
1) Non-Lethal Methods don't actually double police powers, right? It's been a while since I looked at this, but if memory serves, two units with non-lethal methods will only pacify three drones. Or am I thinking of the way that Non-Lethal Methods combine with some social engineering choice, or secret project? I know there's something funky going on here. Anyone know what's up? (Sorry that's such a vague question).
2) Psi Gates can only send one unit a turn, but can recieve any number, right? It doesn't say this in the datalinks.
3) I remember a huge argument about how Children's Creches work. I remember everyone agreed the datalinks were wrong, but no one agreed who was right. Who was right?
4) What else doesn't work like it's s'posta?
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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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Ogie Og, thanks for the responses.
1) So, if Non-Lethal read "if police allowed, +1 drone pacified," it would be correct?
3) Can you summarize the positions? One person was saying the Creche gave a morale boost only inside their territory, and the other said it gave a boost over the whole map? Or something like that? The links say the Creche only cancels out negative modifiers, but that's totally wrong, right? Any help is appreciated.
4) You mean how you can build rivers next to each other if you start them on the same turn? Okay, yeah.
Do you know how the Econ thingies really work?
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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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Thanks, Og, cool. And +5?
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:13
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In an attempt to bring some finality to this discussion, I have tried the different combinations in the scenario editor. So, these are the morale effects of the Children's Creche:
It does not affect the halving of beneficial training effects from Command Centres, Bioenhancement Centres etc.
It affects the basic morale of a fresh unit if you have a Morale SE setting of -1 or -2; in that case fresh units are Green instead of Very Green. (They are still Very Green at -3 or -4 Morale SE.) Bonuses due to facilities are added to this base.
Units in the base square get a temporary positive morale modifier, shown as a series of '+', as follows:
-4 or less Morale SE: (++++)
-3: (+++)
-2: (++)
-1: (++)
0 or greater: (+)
This modifier works both in attack and defence. Note that the bonus given is the number of negative morale shifts (which is different from SE value!) +1, which is what the datalinks mean when they say that negative morale modifiers are ignored and units instead get a +1 morale modifier.
(These are not the only ways to get (+) after a unit's morale. Very Green units always have one (+), which works only on defence. It is superseded by the bonus above. If you have a +2 or +3 Morale SE, your units get an extra morale bonus on defence, which is marked the same way, and is cumulative with the bonus above.)
None of the bonuses depend on your territory. They either apply everywhere (in the case of the basic morale level adjustment) or only in the base square (in the case of the temporary bonus).
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