Heroic epic, West Point, and Unit exp

There are two ways. The first is using the GOTO command, and mouse over the unit you want to attack. In the lower left of the screen, above the info box, you'll see the odd displayed.

The other way doesn't involve the goto command. Once your attacking unit is selected (waiting for a command from you), mouse over the unit you want to attack and press the ALT key. You'll see the odds displayed in a small box above the info box in the lower left of the screen.

I believe that this box could display the Xp earned in case of victory.
It' already a bit "crowded" but it would simply require the calling of an existing function, so it would simply be about the display.
 
Do people think that the Leadership promotion is actually worth it? It uses up one of your possible promotions, so my hunch is that as you get to higher and higher XP, the Leadership promotion will become more of a hindrance than a help. For example, a normal unit at 26 XP would be able to choose five promotions, whereas one with Leadership would have to wait until 37 XP to be able to choose those five promotions (since one is already used up on Leadership itself). Of course, I guess the promotion might be worth it if you want to get a unit up to 26 XP quickly, but in that case why not just use the Great General directly on the unit itself to do that?

I could be wrong in my reasoning or missing something here, so please point me out if this is so. :)

EDIT: I suppose it helps to increase your Great General bar quicker. But then again, as with the promotions, the threshold for the next Great General goes up exponentially, so the Leadership promotion will become less and less valuable the more Great Generals that you get.
 
Do people think that the Leadership promotion is actually worth it? It uses up one of your possible promotions, so my hunch is that as you get to higher and higher XP, the Leadership promotion will become more of a hindrance than a help. For example, a normal unit at 26 XP would be able to choose five promotions, whereas one with Leadership would have to wait until 37 XP to be able to choose those five promotions (since one is already used up on Leadership itself). Of course, I guess the promotion might be worth it if you want to get a unit up to 26 XP quickly, but in that case why not just use the Great General directly on the unit itself to do that?

I could be wrong in my reasoning or missing something here, so please point me out if this is so. :)

EDIT: I suppose it helps to increase your Great General bar quicker. But then again, as with the promotions, the threshold for the next Great General goes up exponentially, so the Leadership promotion will become less and less valuable the more Great Generals that you get.

the leadership promotion MAY be worth it if you use the GG to mass promote troops.
Say you have a stack of 10 praetorians with 3 XP (barracks).
The GG gives every single one of them the second promotion.
If you still want your GG to get to level 6 in time for West Point, the leadership promotion may be a good choice.
 
use those retreating units a lot.

A 2% odds win will give you 10 xp :).

Don't go for 99%, it's only 1 XP. Go for 97%, you earn 2 XPs :)
what did you mean by these 3 statements, cabert? I dont understand it
 
If you win battles with enemy units with a percentage winning chance of more than 98% you can gain only 1 exp which is the minimum you can get from a winning battle.
If you win a battle with odds less than 2% you will gain an exp of 10 which is the maximum you can get from a battle.

I am not sure about percentages though. I usually get 26+ experience on a mounted unit. It gets Blitz at 17 exp. I use it only on battles with >99% winning odds like when one your unit dies and nearly kills enemy unit. My other 17+ exp units in the combat line get march. I did a cavlry rush in a game I played recently when no one had rifles. It is fun to have March cavalry with a Medic3 warlord.
 
so, I take it these win percentages are for warlords only?
 
Experience isn't strictly based on win percentage, it is based on the ratio of attacker and defender power.

An attacker receives 4xp divided by the A/D ratio if it wins, the defender receives 2xp times the A/D ratio if it wins. The win percentage is a strong function of the A/D ratio but also first strikes (which are not included in the experience calculation). Attackers which lose but withdraw receive 1xp. xp are rounded down but always at least 1.

So a healthy axe attacking another healthy axe: A/D of 1, win percentage 50%. If the attacker wins it would receive 4xp, the defender would receive 2 if it won.

A healthy axe attacking a slightly wounded axe (4.8/5). The A/D is slightly less than 1 and the win percentage for the attacker about 62%. The attacker would receive 3xp for winning, the defender 2xp.

The break points for xp range from
A/D of 1/4 (16xp) sacrificial barrage catapult against city garrison rifleman (the odds are miniscule)
A/D of 1/2 (8xp) CR barrage catapult against city garrison 2 longbow (unlikely (0.3%) but it can happen)
A/D of 1 (50% win) 4xp
A/D of 4/3 (75% win) 3xp
A/D of 2 (98% win) 2xp
A/D of >2 (99%+) 1xp

First strikes for or against change the odds slightly but not the experience. The attacker and defender strengths and the win percentage are displayed when you scroll over an attack so you can either use the rough rule of percentages or calculate the A/D ratio when attacking to micromanage the experience gain of units.

For example, 2 city raider 2 maces against wounded longbows, one mace has 8xp, the other 7xp. The battle odds will be 73% and 96% looking at the bows. Attacking with the 7xp mace first followed by the 8xp mace will earn each of them enough experience to reach 10xp. Attacking in the other order would leave a 11xp mace and a 9xp mace if they both won.
 
Quick question for you all - if you use your first GG on a unit to warlord it and get it to a WP-enabling level 6, do you keep the WP capability even after the unit dies or is gifted away (like to an ally in an MP game)?

You need to keep the unit until you add West Point to your build queue.
 
For example, 2 city raider 2 maces against wounded longbows, one mace has 8xp, the other 7xp. The battle odds will be 73% and 96% looking at the bows. Attacking with the 7xp mace first followed by the 8xp mace will earn each of them enough experience to reach 10xp.
...Provided that they both win, of course (73% is far from certain). You may have other reasons for wanting to keep one of the Maces more than the other (the promotion paths might be different, eg one might be a medic).

But yes, in general this is a good rule to keep in mind, so thank you. :)
 
You need to keep the unit until you add West Point to your build queue.

Are you sure about this? I think you just have to have had it at one point. I know that's the case with Heroic Epic and I always thought that West Point was the same thing.
 
Are you sure about this? I think you just have to have had it at one point. I know that's the case with Heroic Epic and I always thought that West Point was the same thing.

I'm pretty sure it will still work even when the unit is dead
 
Wow, RobertTheBruce, that's very helpful. Thank you! :goodjob:

And as for keeping the high-level unit, I've built Heroic Epic well after he died in combat. So I can't speak for gifting him away, but if he's dead, he's good enough.
 
And as for keeping the high-level unit, I've built Heroic Epic well after he died in combat. So I can't speak for gifting him away, but if he's dead, he's good enough.

he does have to be promoted officially to level 6. i just got one to 27/26 exp but couldn't start the build until the next turn after i'd actually spent the points. at 27/26 he's still considered level 5.
 
good post robertthebruce, just one more thing : max XP for a single fight is 10. You cannot gain more.
It may seem useless to top it, but remember that at lower levels you have one or more free wins vs barbarians.
If there was no limit, i'd use a warrior vs a barb axe on a forested hill to get myself a quick high level unit ;)
 
edit-
sorry, wrong topic :D
 
good post robertthebruce, just one more thing : max XP for a single fight is 10. You cannot gain more.
It may seem useless to top it, but remember that at lower levels you have one or more free wins vs barbarians.
If there was no limit, i'd use a warrior vs a barb axe on a forested hill to get myself a quick high level unit ;)

I didn't realize that. I guess I have never won an absurd attack like that. What levels give free barbarian wins?

I've won 8xp gain catapult vs longbow battles but that is a pretty common fight.
 
If there was no limit, i'd use a warrior vs a barb axe on a forested hill to get myself a quick high level unit ;)
A 'quick' high level unit? Even if the 10 XP limit were removed, I think it'd take an extraordinarily large amount of battles to get a Warrior to win against a barb Axe on a forested hill. It would happen maybe 1 game in 100 (and then you'd gain about 200 XP or some ridiculous amount). No, I think that the 10 XP limit is a good idea. ;)
 
A 'quick' high level unit? Even if the 10 XP limit were removed, I think it'd take an extraordinarily large amount of battles to get a Warrior to win against a barb Axe on a forested hill. It would happen maybe 1 game in 100 (and then you'd gain about 200 XP or some ridiculous amount). No, I think that the 10 XP limit is a good idea. ;)

He was referring to free wins. In the lower levels you get some free wins. Basically your first n fights with barbarians you will win regardless of the combat odds. So theoratically if you fight your first battle of a warrior against a barbarian axe on a forested hill across a river you will still win.
 
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