Effects of Experience Summary
Posted: Thu Jan 10, 2008 6:21 pm
I've put together a summary on how experience is represented in the game.
A Unit’s level of experience is indicated by the color of the ribbons on its unit counter. For example, a unit with one level of experience has bronze-colored ribbons, a unit with two levels of experience has silver-colored ribbons, and a unit with three (or more) levels of experience has gold-colored ribbons. Note that all levels of experience above three (3) are indicated by gold-colored ribbons.
Experience is also indicated by star icons located on the top pane of an element’s Unit Detail panel display. Each star represents a level of experience. For example, certain Old Guard units begin scenarios with up to five (5) levels of experience. These units have five (5) stars in their Unit Detail panel displays.
The net effect of experience is to make units more efficient military formations. For each level of experience, units have their abilities increased as follows:
* For each Odd level of experience (i.e. 1, 3, 5, etc.), units gain a +1 increase in their Initiative, Discipline, Patrol, and Evasion values.
* For every Even level of experience (i.e. 2, 4, 6, etc.), units gain a +1 increase in their Offensive Fire, Defensive Fire, Assault, and Police values.
*For every level of experience, units gain a 10 point increase in their Cohesion value. (For example, a unit with two levels of experience receives 20 extra Cohesion points.)
Leaders gain tangible benefits from their experience levels just as units do. These benefits are accrued as follows:
* Strategic Ratings do not change because of experience.
* A Leader’s Offensive Rating is increased by +1 for each Even level of experience (2, 4, 6, etc.)
* A Leader’s Defensive Rating is increased by +1 for each Odd level of experience (1, 3, 5, etc.)
A Unit’s level of experience is indicated by the color of the ribbons on its unit counter. For example, a unit with one level of experience has bronze-colored ribbons, a unit with two levels of experience has silver-colored ribbons, and a unit with three (or more) levels of experience has gold-colored ribbons. Note that all levels of experience above three (3) are indicated by gold-colored ribbons.
Experience is also indicated by star icons located on the top pane of an element’s Unit Detail panel display. Each star represents a level of experience. For example, certain Old Guard units begin scenarios with up to five (5) levels of experience. These units have five (5) stars in their Unit Detail panel displays.
The net effect of experience is to make units more efficient military formations. For each level of experience, units have their abilities increased as follows:
* For each Odd level of experience (i.e. 1, 3, 5, etc.), units gain a +1 increase in their Initiative, Discipline, Patrol, and Evasion values.
* For every Even level of experience (i.e. 2, 4, 6, etc.), units gain a +1 increase in their Offensive Fire, Defensive Fire, Assault, and Police values.
*For every level of experience, units gain a 10 point increase in their Cohesion value. (For example, a unit with two levels of experience receives 20 extra Cohesion points.)
Leaders gain tangible benefits from their experience levels just as units do. These benefits are accrued as follows:
* Strategic Ratings do not change because of experience.
* A Leader’s Offensive Rating is increased by +1 for each Even level of experience (2, 4, 6, etc.)
* A Leader’s Defensive Rating is increased by +1 for each Odd level of experience (1, 3, 5, etc.)