Dividing XP from Generals

It seems like we have two different basic approaches brought up in this thread: 1) the rolls-royce approach and 2) the volkswagen approach.

1) the rolls-royce approach

Using special leaders such as those with Charismatic and either Aggressive or Protective (Boudica or Churchill), it's quite easy to get a WIII+MIII unit by attaching a GG to a single unit with 8 XP, thereby bringing the unit to 28 XP, which is enough for WIII+MIII.

2) the volkswagen approach

There are two varieties (at least) of this approach:

a) Charismatic + Aggressive/Protective

By having 20 units with 7 XP, you can attach a GG to all 20 of them to produce one MIII unit and 19 other units with various promotions for 4th level units (and also the free promotion).

b) no Charismatic, but Aggressive/Protective

By having 4 units with 5 XP, you can attach a GG to all 4 of them to produce one MIII unit and 3 other units with various promotions for 4th level units (ald also the free promotion).



Without Charismatic, the rolls-royce approach is also possible with only Aggressive/Protective, but you need a bit more XP to make the final jump to MIII+WIII.
 
So do you guys upgrade your generals? I've lost a lot of medics doing this when the AI 'suddenly finds' a stack of catapults/horsies and your general ends up defending a fight it wouldn't if you'd left it as a lowly warrior or scout or something.
 
As Justinian I had a GG in the late game and had 3 well promoted cataphracts, all combat 4 and about 5 exp short of getting the commando promotion. It was getting risky levelling up these cataphracts against the enemy who were using artillery, gunships, tanks and marines. So rather than mess about and risk them I used the GG on one of the three cataphracts stacked with another unit, giving each of them 5 exp. The warlord unit upgraded to a combat4, commando gunship for free, and the other two cost 440 gold (on marathon) to upgrade to gunships as well. That way I had 3 super fast gunships able to move about 20 tiles along enemy roads and railroads.
 
Super-duper isn't that hard with Agg or Cha (Pro can do it, but only after Gunpowder).

Agg: 6 XP naturally, +20, +10 = 36 (6 promos plus the free Combat I)
Cha: 7 XP naturally, +20, +10 = 37 (7 promos)
In fact you technically only need 4 promos ( with Cha that is 12 XP ) to make a MIII/WIII unit, but it is in a very contrived scenario that I really doubt that it ever happened in real games ( Aztecs building a jaguar warrior in the red cross city )....

On the opening topic: I must confess that I normally don't spill XP. But definitely there are some cases that I regretted not doing so..... :/ Too bad that you can't allocate XP per unit ( I have a 5/10 medic II unit and I only want medic III..... OTOH I have a unit that could use those remaining 15 XP ( C2 CR III or something like that ) .... being able to chose the XP you give would help in this case definitely )......
 
my early GG's usually just go on a single unit ESPECIALLY if you get half cost promotions :D (a couple games ago i used a GG on an immortal, that GG was involved in the capture of about 80 cities throughout the game, being a key factor in almost all of them, the gunship had 390 xp when i stopped playing that session).. later on in the game i usually just build academys and settle them
 
my early GG's usually just go on a single unit ESPECIALLY if you get half cost promotions :D (a couple games ago i used a GG on an immortal, that GG was involved in the capture of about 80 cities throughout the game, being a key factor in almost all of them, the gunship had 390 xp when i stopped playing that session).. later on in the game i usually just build academys and settle them

The only problem is, you don't get half cost promotions, for the following 2 reasons:

1) You need to spend a promotion on Leadership to get the XP bonus.

2) The bonus from Leadership applies only to earned XP, not to the XP gained from attaching the GG.
 
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