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When to reclaim and when to repair

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2 months ago
Metal is useful for increasing damage output. Repair gets a unit's health back up. Tanky units benefit from getting repaired, while damage-dealing armies benefit from reclaiming, if there's reclaim available.
This is a simple note, but it is an important one. Keep it in mind if you can.
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2 months ago
You might want to check: http://zero-k.info/mediawiki/Repair

One observation: reclaim does not use any resources, repair uses energy (so, if you have no energy, don't repair). As I generally lack metal and have energy I mostly prefer to reclaim if available (unless specific circumstances).
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2 months ago
Cool, there's a penalty for in-combat repairs.
Didn't know that
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2 months ago
I don't understand this question....
You repair when units are alive and damaged.
You reclaim when they are dead.

It's always worth repairing units since it's cheaper to repair than rebuild.
Even if it weren't, a damaged unit can still inflict damage if needed. A new unit being built, can't.

Caring for and repairing your damaged units, will eventually result in a bigger army to crush the enemy with.
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If I have +18/+19 economy with no stored energy, and 1 free constructor, that free constructor is better provisioned to assorted reclaim and energy production than repairing units. If I can manage to build another con, then both cons will be making energy/ reclaiming. Repair is when I have 8+ energy surplus or at 4+ energy surplus in emergencies.
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2 months ago
My Smartest Builders widget implements a good approximation of the optimal approach: It prioritizes repairing over reclaiming except if you have energy deficit. If you have metal (or energy) excess, it only reclaims metal (or energy) if allies have free metal (or energy) storage.
Determining when there is a resource deficit or excess is the tricky part: How a constructor that is controlled by my widget sees the resource situation depends on its buildpower. That units can also heal themselves is neglected.
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