[Suggestion] Living in this world is tough so...What about +1 xp per turn?

Well, I was just thinking that, as the game goes on, the initial units or those stationed in cities have no way to receive a little bit of XP.

The same for the monsters...as the time goes on, they could benefit of a little of upgrade.

So if any unit gains a little XP just for being alive in a devastated world, could add a bit of flavour...and feel the world more alive. It is important for units with low level, but will not affect to high level units, as they need lots of XP... It is also aimed for the early units, the first ones in get obsolete...they will get a bit more of benefit...

+1 xp/turn means upgrade from level 1 to level 2 in 15 turns (almost 4 years), but after that, the number of turns increases in a way that, after long games, the level for stationed troops is very few...

I think the only affected building is the +25% chances of +1 XP for stationed heroes each turn (Adventurers Guild?). That bonus is rather crappy, so it has little use anyway. And only affects to heroes... It could be buffed...or not, it doesn't matter.

 So what do you think about it? Will it affect too much to the game mechanics? Is it not well justified?

 

 

 

 

 

19,995 views 28 replies
Reply #1 Top

I would rather see a way to upgrade a 3 stack into a 4/5/7 stack so those level 12 troops in your main army who are still stack 3 can bump up to stack 7. It would also make your garrison troops more viable late game (just like seasonal XP) having all those archers you trained back in turn 150 be 7 stack units in turn 600. They may still be level 1, but at least they're not gonna die in one hit from an enemy ranged attack.

Reply #2 Top


I would argue that units and champions that are stationed in cities should be getting 1xp per turn.

One of the main reasons why I STILL rarely build units is because stationing them in the city doesn't merit them ANYTHING. Thus, why pay the upkeep on them until you actually have a need for them. When that need comes, some quick buys and you're city is stongly defended.

Also, ANY troop stationed in a city should provide that city a -2% reduction to unrest. It's only fair that the people feel safer if additional troops are there to defend them. Naturally, small adjustments would need to be made to the rest of the unrest scheme so that having troops stationed in your cities doesn't overly abuse the unrest mechanic.

Also, militia that comes with the city defense is too powerful. Any Spearman that you build should be stronger than the given city militia....but that's never the case. Given militia should only be able to stop the SIMPILEST of opponents. They shouldn't even pop if attacked by the AI.

Also, if you have multiple attacks against a city, the militia respawn with full health every battle. It forces you to build a champion-army in order to defeat a given city because you can't send waves of light troops to soften up city defences.

Those are my current gripes... <_<

 

Reply #3 Top

That's strange to me, as I don't think my militia has ever defended me against anything on their own.  They can add strength to a defense if there are other trained defenders int he city, but I have never had them actually fight off anything on their own.

Reply #4 Top

laaazy...how bout a button on the screen that plays the game for you??? No free exp please..thats the point of xp..its expereince you've gathers..getting better for doing nothing is like its opposite.  @Xia are your militia in a fortress city or a regular one? Fortress Militia are a lot stronger..esp if you take the +1 to level sov trait

Reply #5 Top

Quoting enoeraew37, reply 5
laaazy...how bout a button on the screen that plays the game for you???
End of enoeraew37's quote

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.

Reply #6 Top

Well, I'm sure that a late game fortress probably would have some fairly tough militia, if they follow the same guidelines at trained troops.  But by then, I rarely have to worry about being attacked at all.

Reply #7 Top


I think you should be able to select a governor to be assigned to the Governor's Office and it should grant a Champion on the Path of the Governor experience every turn it is assigned to that city building.  Only Governor Champion per city.  They should get better at doing governor things when they are being a governor.

I would also like to see in the Path of the Warrior.  Elite Trainer--trained troops get +1 experience each turn they are in the same stack as the champion.  I think the Path of the Warrior needs a little buff anyway, and this would certainly be it.

Reply #8 Top

NO!!

but I DO think that the adventurer's guild should give like +2 exp per season (to champions)

 

--> if they garrisoned in that particular city ;)

Reply #9 Top

@Lord Xia

For my first war I attacked the enemy capital first, as it lay merely a hop across the border. I seem to have surprised the enemy, as he had few defenders and I took the city. When I moved on, he snuck in 4 armies from the fog and attacked his former city. I was surprised to learn that the militia fought him off, as it sure did a terrible job in holding me away :)

Reply #10 Top

Quoting Cymsdale, reply 6

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.
End of Cymsdale's quote

 

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...

 

Reply #11 Top

Quoting NienorNiniel, reply 10
I was surprised to learn that the militia fought him off, as it sure did a terrible job in holding me away
End of NienorNiniel's quote

One possible reason would be that when they lost to you, they had the best weapons available to your enemy. When they fought the enemy off, they had the best weapons available to you.  If you had researched a few war technologies, or the first magic weapons (lightning hammers) and the enemy had not, it could have made a huge difference.

Reply #12 Top

Quoting SOLOSOL, reply 11

Quoting Cymsdale, reply 6
@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...
 
End of SOLOSOL's quote

Path of the governor is not as useless as people make it out to be.  Sure I will only make someone a governor if they're injured or I have a ton of heroes.  But I have found that governors have two lines that make them OK generals (Trainer/Swordsman) and they are great at leading an army to an enemy city (while laying a road) taking the city, keeping it building and fending off attacks, and repeating the process when the city has all the unrest buildings finished.

Not very efficient on your main frontline, but perfect on a secondary front.

Reply #13 Top

Quoting enoeraew37, reply 5
laaazy...how bout a button on the screen that plays the game for you???
End of enoeraew37's quote

Where does this unbased comment come from???

City milita should NOT be able to defend against moderately sized forces. Therefore, you are REQUIRED to build troops to station in your cities to help defend against those circumstances. Those troops SIT there defending, it's their JOB. Why, as a player, am I being PENALIZED for my troops doing their JOB?? That makes no sense. There should be purpose and benefit to having troops stationed in a city.

Now, I'm NOT saying that the experiance gained from being stationed in a city be equivelant to those who are roaming, BUT there should be some benefit to 'holding the fort'.

 

The same goes for Path of the Govenor. If he's NOT gaining experiance for doing his JOB in a city, than there is ZERO point to having him there in the first place.

 

Reply #14 Top

Quoting GFireflyE, reply 14
Where does this unbased comment come from???

City milita should NOT be able to defend against moderately sized forces. Therefore, you are REQUIRED to build troops to station in your cities to help defend against those circumstances. Those troops SIT there defending, it's their JOB. Why, as a player, am I being PENALIZED for my troops doing their JOB?? That makes no sense. There should be purpose and benefit to having troops stationed in a city.

Now, I'm NOT saying that the experiance gained from being stationed in a city be equivelant to those who are roaming, BUT there should be some benefit to 'holding the fort'.
End of GFireflyE's quote

That is exactly what I mean. You have troops defending your cities. That is their job. If they got nothing to defend from, its normal that they get no XP? Well, it is now...it is because they are getting fat, all day only think in eating and drinking...maybe someone praying for no BB arriving...

It might come from the concept of XP points...So you win a lot by cleaning and making quests. But only a few by killing other factions, that has been said too...Why so little from other factions? So apart from that, the rest of the units are condemned to not even get a little of XP over time? I find that idea gives a bit more of charm to each unit also. Being the sov the most experienced unit too...

Reply #15 Top

Quoting SOLOSOL, reply 11

@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...
End of SOLOSOL's quote

The Governor Path is very useful.  They add Gildar, research, lower unrest---they are all very beneficial.  Especially when you just take over a city.  The problem is that they do not gain experience while staying in the city actually being a governor.  They need to improve at these skills to make the path of the governor more competitive with the other paths.  However, they should only be able to improve at Governor related skills so this could be a pretty tricky fix.

Quoting GFireflyE, reply 14

Now, I'm NOT saying that the experiance gained from being stationed in a city be equivelant to those who are roaming, BUT there should be some benefit to 'holding the fort'.
End of GFireflyE's quote

Perhaps this could be a benefit of a building in the Fortress Line.  Stationed Troops get +X experience every turn (every third turn).  Whatever it is.  But have the benefit be only at the Fortress cities.

 

I also still want the Path of the Warrior to help train troops assigned.

 

Reply #16 Top

I agree with GFireflyE. Having a Governor within a city should yield exp for them doing what they're supposed to be doing. It seems counter-productive to have someone who benefits a city not in the city to gain the exp they need to better benefit the city.

 

Also, having troops stationed (trained ones) within a city that are just sitting there.. Well, it is reasonable to assume that they'd be doing their rounds, practicing, keeping their skills sharp. So that is experience, and in my opinion should be represented within the game mechanics itself.

 

Quoting enoeraew37, reply 5
laaazy...how bout a button on the screen that plays the game for you???
End of enoeraew37's quote

8|

Reply #17 Top

Quoting Rath3130, reply 17


Quoting Cymsdale, reply 6Quoting 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.

 

 ...Um.. No, no it isn't. At all.

 
End of Rath3130's quote

 

Sarcasm

Reply #18 Top

Practicing your swing in the training yard will only get you so far.  How about a fortress building improvement called a 'List" where your troops can gain experience because they're fighting in tourneys? Make it an annual tourney so they only get XP once every 4 turns. Maybe it costs some gold for the winners purse. 

Reply #19 Top

There is a building already I thought that gave trained units experience?  Am I wrong?

Reply #20 Top

Quoting Lord, reply 20
There is a building already I thought that gave trained units experience?  Am I wrong?
End of Lord's quote

No, you're not. There are several actually. The War College (Kingdom) and Warrior Temple (Empire), for example.

Reply #21 Top

...and the Arena.

Damn it. Clicked "quote" again, instead of "edit". >:(  

Reply #22 Top

Quoting Cymsdale, reply 18
Sarcasm
End of Cymsdale's quote

 

I suspected as much. I'll edit to more reflect my sentiment.

 

Quoting Lord, reply 20
There is a building already I thought that gave trained units experience?  Am I wrong?
End of Lord's quote

 

Gaunathor is correct. There are buildings that provide exp. Though for your champions (a Governor as an example) only have buildings that give a small chance to gain I believe it was 1xp per season? I figure managing a city would be a tad more difficult to do than slaughtering a bear cub. Yet if you pull that champion out of the city and have him go kill something, he suddenly gains insight into how to better manage the daily goings of his people a whole lot faster than the 100+ turns (for early levels, many hundreds for later) to gain anything. Perhaps Governors should get a bonus that allows more exp gained while stationed in a town? Also somehow have it so that they more commonly gain traits associated with governing a town.

Reply #23 Top

Quoting Rath3130, reply 23
Though for your champions (a Governor as an example) only have buildings that give a small chance to gain I believe it was 1xp per season?
End of Rath3130's quote

The 25% chance does not work. The Adventurer's Guild always grants 1 XP per turn. 

Reply #24 Top

I would agree with having stationed champions gain some amount of experience per turn, because theoretically they are doing some form of politicking or management while in the city. (Where else does the unrest reduction come from? Threats of being killed? They still are doing something, like military parades and drills, or management of construction, whatever.) Champions with Path of the Governor should get more experience per turn than non-governor champions, and stationed troops should gain small amounts of experience from 'military parades and drills'. I'd also personally like it if there were more experience granted when certain actions were being performed in the city (i.e., governors and administrators get bonuses from building things; trainers, tacticians, warlords, and generals get bonuses from training troops; other things of that nature).

Otherwise I see little reason to leave my champions in cities unless I have lots of champions, I've essentially cleared the map of useful experience sources, or the champions are badly wounded (like, for instance, Typhoid Fever carriers, champions who were built as front-line troops who ended up with several of the health-reducing injuries, or sometimes amnesiacs because if they accompany other champions they reduce the experience of the army while gaining little for themselves).

Reply #25 Top

The idea that was originally presented may have been inspired by Warlock: Master of the Arcane (all units do gain 1 XP a turn [more with certain leader traits and unit upgrades]). Since every unit does it, and 1 XP isn't worth a whole lot compared to the amount a roaming force would accumulate, it might not be as terrible a suggestion as some may be making it out to be.

Is it right for this game? Don't know. A modder could always test this, and give feed back on how it feels. The dev's could also do this (after 1.01 ;) ) if they thought it was an idea worth pursuing.