Quoting enoeraew37, reply 5laaazy...how bout a button on the screen that plays the game for you???
Yeah, if units got a small XP advance over time, it's the equivalent of not even playing the game at all! This makes perfect sense and is a reasonable argument against this modification.
I know that. On the same way, I might tell that having 400 turns (100 years) a unit stopped in a town, and still level 1 with 0 XP is the same reasonable... And more, if that town is a fortress that makes level 4 units...
The idea is to see a certain progression on every unit and character, independently of the player, assuming that the units are training in a city, or in the wildlands, instead on drinking wine and playing cards...
And I'm talking of +1 XP for all units, not only the player, also the AI and the monsters...so don't find a reason to call me "lazy"
@Lord Xia I have had the town militia saved my cities from attacks many times (more than I wished)
@GFireflyE I totally agree with the unrest that a unit should reduce when in a city. 1%, 2% or whatever. Maybe depending on the strengh, the bonus might change... On the other way, cities opressed this way could have a penalty in the money or in the research...The unrest mechanics is bettter now, but still could be argued about it.
@KingHobbit The problem is that Path of Governor is a bit broken. Have a Hero to grow 1xp for staying in a city? For building roads? This path is only usefull, if any case, for injured champs...Maybe it should be a trait (Governor I, II, III) instead of a real path, and for that it is already Administrator trait...