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ltr213
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Effects of Experience Summary

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.)

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Rafiki
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Thu Jan 10, 2008 7:01 pm

Nice work, ltr :)

I'm guessing that it's the same in AACW and BoA?
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ltr213
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Thu Jan 10, 2008 7:06 pm

Thanks Rafiki.

I'm not sure if it's the same. It may be... but I can only attest to it's accuracy with regard to NCP.

Laurence

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Pocus
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Fri Jan 11, 2008 10:43 am

same
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Rafiki
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Fri Jan 11, 2008 11:06 am

http://www.ageod.net/aacwwiki/Experience <=== Thanks ltr (and Pocus) :)
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Hobbes
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Fri Jan 11, 2008 2:26 pm

Interesting stuff! Thanks for posting.
Chris

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Rafiki
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Fri Jan 11, 2008 2:29 pm

Since I'm never satisifed; does anyone have any insight into how experience is gained by units and leaders? And how do losses and replacements affect the experience of a unit?
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ltr213
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Fri Jan 11, 2008 2:45 pm

Experience "points" are gained through combat and the "Training" Special ability that some Leaders have.

In combat, experience "points" are gained when a element inflicts losses greater than it suffers. Leaders gain experience "points" in combat, when elements under their command inflict more losses than they suffer.

In both cases there is a bit of randomness factored in so that there is no hard and fast threshold for gaining experience "points".

In order for a unit or Leader to gain an Experience LEVEL, they must accrue a minimum of five (5) experience POINTS. Again, a bit of randomness comes into play here. Five experience points are the Minimum number needed. A Unit or Leader could accumulate up to twenty (20) experience "points' before actually receiving a new LEVEL of experience.

Currently, there is no way for players to know exactly how many experience "points" elements or Leaders actually possess prior to gaining a Level.

Experience is not affected by losses or replacements. An element can be rebuilt from a single experienced strength point without losing levels of experience.


Laurence

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Nial
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Fri Jan 11, 2008 4:59 pm

ltr213 wrote:Experience "points" are gained through combat and the "Training" Special ability that some Leaders have.

In combat, experience "points" are gained when a element inflicts losses greater than it suffers. Leaders gain experience "points" in combat, when elements under their command inflict more losses than they suffer.

In both cases there is a bit of randomness factored in so that there is no hard and fast threshold for gaining experience "points".

In order for a unit or Leader to gain an Experience LEVEL, they must accrue a minimum of five (5) experience POINTS. Again, a bit of randomness comes into play here. Five experience points are the Minimum number needed. A Unit or Leader could accumulate up to twenty (20) experience "points' before actually receiving a new LEVEL of experience.

Currently, there is no way for players to know exactly how many experience "points" elements or Leaders actually possess prior to gaining a Level.

Experience is not affected by losses or replacements. An element can be rebuilt from a single experienced strength point without losing levels of experience.


Laurence


Good stuff

Nial
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