Valkrionn
The Hamster King
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.
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:
As an example:
So. Feel free to try out the new module, and please post feedback, complaints, observations, etc, on it in this thread.
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.

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.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.
So. Feel free to try out the new module, and please post feedback, complaints, observations, etc, on it in this thread.