So... rather than starting separate threads for these questions, I figured I combine them, since they are somewhat related.
I will start with GAR...
It is my understanding, that there is no valid reason to ever produce GAR brigades. This is because they are only marginally cheaper than INF, but perform more poorly than INF in pretty much every task. Here's an overview of the pros and cons:
Advantages of GAR vs INF:
Cost only 80% of the MP
Cost only 60% of the IC
Take only 40% of the time to produce
Use only 30% of the officers
Use only 25% of the supplies
Disadvantages of GAR vs INF:
Move at only 25% the speed
Far lower toughness (1 vs 4)
Weaker soft attack (2 vs 3)
Weaker piercing (1 vs 2)
Use militia tech
Use/Create militia practical
The core questions is: What would you build them for? To actually defend something? Or to sit around somewhere doing nothing, maybe whack-a-moling a few rebels? If you want them to actually fight, their weaknesses are much worse than their advantages. You are better off (and more flexible) just using INF instead. To me the last two points are the deal breaker. Having to research 4 extra techs plus additional Land doctrines just to keep GAR up to date, just to have them still being weaker than anything they might encounter. Plus producing GAR doesn't give you practical for producing INF. This is terrible.
If you just want them to sit around somewhere... MIL is cheaper and moves faster.
Now, let's move on to upgrading...
Is there any reason not to upgrade all your GAR to INF at the beginning of the game?
And the Exploiting...
In you experience or based on your calculations... what units are cheaper to produce by producing an inferiour unit first and then upgrading it to what you actually wanted? I think I remember someone claiming that training CAV and then upgrading it to LARM is cheaper than building LARM directly, but I'd like to know if that is actually the case and what other units this might apply to. Obviously this would be cheesy as hell for a major to do, but some minors are to crippled by what the game lets them start with, that it might be fair enough to exploit a little bit to avoid outright cheating...
I will start with GAR...
It is my understanding, that there is no valid reason to ever produce GAR brigades. This is because they are only marginally cheaper than INF, but perform more poorly than INF in pretty much every task. Here's an overview of the pros and cons:
Advantages of GAR vs INF:
Cost only 80% of the MP
Cost only 60% of the IC
Take only 40% of the time to produce
Use only 30% of the officers
Use only 25% of the supplies
Disadvantages of GAR vs INF:
Move at only 25% the speed
Far lower toughness (1 vs 4)
Weaker soft attack (2 vs 3)
Weaker piercing (1 vs 2)
Use militia tech
Use/Create militia practical
The core questions is: What would you build them for? To actually defend something? Or to sit around somewhere doing nothing, maybe whack-a-moling a few rebels? If you want them to actually fight, their weaknesses are much worse than their advantages. You are better off (and more flexible) just using INF instead. To me the last two points are the deal breaker. Having to research 4 extra techs plus additional Land doctrines just to keep GAR up to date, just to have them still being weaker than anything they might encounter. Plus producing GAR doesn't give you practical for producing INF. This is terrible.
If you just want them to sit around somewhere... MIL is cheaper and moves faster.
Now, let's move on to upgrading...
Is there any reason not to upgrade all your GAR to INF at the beginning of the game?
And the Exploiting...
In you experience or based on your calculations... what units are cheaper to produce by producing an inferiour unit first and then upgrading it to what you actually wanted? I think I remember someone claiming that training CAV and then upgrading it to LARM is cheaper than building LARM directly, but I'd like to know if that is actually the case and what other units this might apply to. Obviously this would be cheesy as hell for a major to do, but some minors are to crippled by what the game lets them start with, that it might be fair enough to exploit a little bit to avoid outright cheating...