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

[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 #26 Top

Quoting Gaunathor, reply 22
...and the Arena.

Damn it. Clicked "quote" again, instead of "edit".  
End of Gaunathor's quote

Ahh, I did not know that, thanks.

Reply #27 Top

I solved this problem locally for my last build on my armor mod, not sure how well it works since I have not tested the supposed operand random number timer for 5% chance of gaining xp per turn.  I also removed the unique quality from Adventurer's guild but reduced the reduction to champions hiring to 5% meaning to get the same benefit you would have to make 5 of them, might need to change it even lower if people make mass cities to maybe like 2% per guild.  I also added a increasing chance for garrisoned troops to gain xp staring with the training yard, only available at fortress cities.  It goes from 5% to 10%, to 20% (maybe 25%) to 100% for the final upgrade, that was the only one that originally gained xp for trained troops.  If this is what you guys are looking for I can post the codes I modified into a separate XML to which you can copy and paste them in to the coreimprovements.xml or someone creative can make it work in the mod folder.

Anyhow that's my 2 Copper.

Reply #28 Top

If it was good enough for Master of Magic and MOO2 { -_-  -> bows head reverently in memory of SimTex}, it surely is good enough for this successor.

I would really like to see a high (10th?) level governor actually grant a second build queue to the city it is stationed in or a chance to freely rush production on a building every 15-20 turns.  Are those aspects of the game moddable?  Didn't WOM start with both building and unit lines?  Either would be a very cool ability.

And as long as +1 XP or any of our ideas are usable by the AI, they can't "break the game" as it is a bastion of single-player TBS 4X goodness.

And we may cheese, or not, as we deem fit. (Heh, shrink spell all juggernauts to 0 attack  :-" , mebbe I've done that, I, uh, can't remember.)

Amen.