BuildXP Module

Valkrionn

The Hamster King
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May 23, 2008
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Alright, a new Official Module has been released. The download itself is available here.

In short, the module changes the way workers gain xp. The mechanic had been available already in the code for 1.3, we just weren't sure whether or not to use it. This module will allow you, the player, to decide which of the two mechanics you prefer. :goodjob:

Rather than gain xp over time, your workers will now gain xp each turn they are completing a build order. The amount of xp can be set for each individual build order (though I kept them all equivalent), and it is weighted by buildspeed, meaning you will ultimately receive the same amount of xp both before and after you research a tech that improves the build rate.

The module is quite small. Aptitude1 and 2 have been removed (or rather, made invisible and neutered of their effects). Deep Shaper now requires level 4, rather than Aptitude 2 (technically a buff, since ap2 required level 4, meaning Deep Shaper was level 5). The only other change is the addition of <iXPValue> to worker buildorders. ;)


Now, actual changelog:

  • Aptitude 1 + 2 removed
  • Deep Shaper requires level 4, not Aptitude 2
  • All build orders (excluding Mana Nodes) grant 0.10xp / turn as you complete the build.

As an example:
Farms have a cost of 2000. Workers have a rate of 100. This means it takes 20 turns to complete. Over the course of this 20 turns, you will receive 0.10xp a turn, for a total of 2xp.

With Agriculture and Feudalism, Farms only cost 1000, for a total of 10 turns. However, this is accomplished by doubling the unit's workrate... Which doubles the xp rate, granting 0.20xp a turn, for, again, a total of 2xp.
Yes, the xp tag could have easily been implemented as a simple value on improvements, rather than builds, but then you run into issues tracking what units worked on it; With this system, even if a worker only contributes for a single turn it gains xp.

So. Feel free to try out the new module, and please post feedback, complaints, observations, etc, on it in this thread.
 
It makes more sense mechanically and unlike giving arcane units xp for casting buffing and terraforming spells, we actually do have legitimate things for workers to be doing most of the time. I'll give it a shot.
 
like it.
 
I'm playing with it on. It really doesn't seem to be that major a change. Makes more sense, but I hardly notice it's there.
 
I wrote this also in the chat, but Valk wasn't there, so i will state it again:

I don't think this is really necessary.
What is the main purpose of workers? Building stuff.
What do they do most of the time? Build stuff, or walking to places where they can build stuff.
So what does BuildXP based on this assumptions? Give you XP every turn, except one or two turns where you are moving towards a place where you can build.
What does the normal passive XP gain do? Give you XP every turn.

So the major difference is that you don't get xp for a few turns every 15 turns or so turns, while you move to another building place.

Also, passive XP is a mechanic that is used all over the game, instead of a mechanic that would be just for one type of unit, that does nearly the same.

One thing, that i have to agree to, is something that Greyfox said on the chat: The passive XP calculation is hidden from the player, while you know exactly what you gain from an improvement, which is a good thing. But i don't think this is enough justification for a completely new mechanic.

Yes, it makes more sense from a flavor point of view, getting XP for the work they do, but you can just as easily imagine the passive xp representing just the same thing: the work they do all the time.

So if you don't surprise me and pull of something amazing with the new mechanic that i haven't imagined yet, i won't use the module.


edit/this sounded a lot less harsher in my head. sorry for that.
 
As expected, my workers are leveling much faster now which offsets a lot of the high improvement times. Like in my last Grigori attempt, I had a worker with the fifth rate promotion before I completed the road to my second city. I think that's because they were getting another rate promo right of the bat. My big concern at this point is that I'm going to run out of promos.

Which probably all means that you're going to decrease the xp gain rate.

If this is different from other folks' experience, it may be because I'm playing on marathon, so if the xp gain rate here isn't gamespeed dependant, it's probably getting skewed.
 
I actually like this a lot more than passive exp, since my workers usually cap out at around level 4 and never, ever seem to reach 17 exp.

It does, however, need to adjust for game speed.
 
One difference I have also noticed is that unlike passive XP there no longer seems to be an XP cap. So, as it stands now we need more worker promotions! :)
 
I'm playing with it on. It really doesn't seem to be that major a change. Makes more sense, but I hardly notice it's there.

Yeah, it's a small change. :p

I wrote this also in the chat, but Valk wasn't there, so i will state it again:

I don't think this is really necessary.
What is the main purpose of workers? Building stuff.
What do they do most of the time? Build stuff, or walking to places where they can build stuff.
So what does BuildXP based on this assumptions? Give you XP every turn, except one or two turns where you are moving towards a place where you can build.
What does the normal passive XP gain do? Give you XP every turn.

So the major difference is that you don't get xp for a few turns every 15 turns or so turns, while you move to another building place.

Also, passive XP is a mechanic that is used all over the game, instead of a mechanic that would be just for one type of unit, that does nearly the same.

One thing, that i have to agree to, is something that Greyfox said on the chat: The passive XP calculation is hidden from the player, while you know exactly what you gain from an improvement, which is a good thing. But i don't think this is enough justification for a completely new mechanic.

Yes, it makes more sense from a flavor point of view, getting XP for the work they do, but you can just as easily imagine the passive xp representing just the same thing: the work they do all the time.

So if you don't surprise me and pull of something amazing with the new mechanic that i haven't imagined yet, i won't use the module.


edit/this sounded a lot less harsher in my head. sorry for that.

There is one major difference between passive xp and buildxp. What is it, you ask? Simple.

Late-game workers. Keep in mind, xp gained scales based on workrate (so once the techboosts are fixed, you still get 2xp for a farm even if it only takes half the time). This means that with the new mechanic, a fresh worker will level faster in the late game than in the early game... This allows you to get them decently promoted, they won't be permanently gimped compared to those you've had since the beginning of the game.

Otherwise I would agree with you. And there was a major discussion on the subject in the team forum. Those who said basically what you did, moved their initial workers all over their empire. I, however, do not. I tend to have one-two workers per city and automate them for that city. :lol:

As expected, my workers are leveling much faster now which offsets a lot of the high improvement times. Like in my last Grigori attempt, I had a worker with the fifth rate promotion before I completed the road to my second city. I think that's because they were getting another rate promo right of the bat. My big concern at this point is that I'm going to run out of promos.

Which probably all means that you're going to decrease the xp gain rate.

If this is different from other folks' experience, it may be because I'm playing on marathon, so if the xp gain rate here isn't gamespeed dependant, it's probably getting skewed.

Actually, the issue is it's not currently scaled. Will fix that.
 
I had a problem that I couldn't use the hotkeys (i.e. r to build road etc) so I had to disable the mod
however stuff like build route(alt r) worked fine
 
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