How do healers get xp (besides from buildings) ?

lol Guards are easy to ramp up... Mercenaries Civic + A couple settled great generals + Melee Exp buildings.

It's MEDICS that need a boost. lol

Also, I've just noticed that, while priests give Missionary units exp, Missionaries don't have any access to promotions... except maybe Morale.
 
I would think Engineer would also be fitting for Siege and Mechanical units XP, as well as for ships and flying units.

I would also like to suggest moving Civilian XP away from Citizen, in fact have no bonus XP from Citizens at all.
The reason is simple: Start training a Watchman unit. Turn before finished set enough Citizens that turn to get massive XP, enough for 4+ promotions easily.
Merchant could be a place for that, as they pay civilians for their services, making them more readily available in the city, thus the bonus in Civilian XP.

Each type could ver well have more than one unit typoe for bonus XP, but not Citizens, please.
Oh, and don't say "then play without it" because I do like the idea very much and would want to play with it, but not for citizens giving any bonus XP.

(considers a 60+ city building a Guard for crime fighting and setting 30+ citizens in the city to boost XP)

Cheers
I hear you and get it 'but' it's not significant enough to make a whole option out of and I feel the tradeoff in that one round you're using as an example is both in having to make sure you have done so when the unit is built (and usually many units in one round can be built) but also the loss of production, gold, research, food, etc... that it requires to set those Citizens. This balance factor is what makes it an 'interesting decision' and why I want to keep them capable of this.

You make a very good point though about Healers not having their own but a few thoughts on this:
1)I'm really looking forward to eventually having more specialist types to work with!
2)Healers are far more limited by their tech prerequisites for their promos than they are by not having a specifically xp linked specialist.

However, there ARE some balance points of adjustment I want to look at testing with some property modifier changes. I won't do them, as I'd hoped, this cycle I think. I want those on the SVN between cycles to give some feedback as it would be a test.

Along the lines of what I'm thinking is to nearly double the base amount of property modifier values on law enforcement and healing units, take the law enforcement promos and split them out by tech prereqs similar to the way they are for healers, and nearly double the amount each promo gives. This should bring them both into a little more balance I think. Again, I plan it as a test and fully expect some possible negativity towards this concept. But it should answer to DH's complaining about needing to have too many units, help the AI to not have to build so many dang healers, make progress a little more meaningful for law enforcement, and allow players to not have to staff so many healers while keeping a fairly similar amount of law enforcement where I think they're a fairly appropriate amount now.
 
Yeah they should too actually. (and ongoing training for them too once that option is more fully implemented)

But then the same could be said for the law enforcement and many other newer CCs that buildings need to be thoroughly re-evaluated across the board for what they give various types. Many buildings that never have before would probably be good to now considering the finer definitions we have on CCs with the multi-cc types.

Knowing this sort of thing will continue to further grant more and more xp to selective unit combat classes is part of why I added the manipulable option to require units take more xp to level. Gives us something to work with to enact a little better balance so long as that balance works equally well across the board. I may eventually have to also give us a Combat Class tag that modifies the XP threshold required for leveling so we can adjust those that are getting too many promos too easily but I'm hoping that won't be terribly necessary. IMO the only problem that's presented there tends to be underdevelopment of a variety of abilities for each unit type - and I'm always working on that side of things too.
 
many of the health buildings should give you Doctor specialist slots but I have not done the UI yet so they don't. Under TB's vision those Doctors would give XP so you don't want to duplicate.
 
many of the health buildings should give you Doctor specialist slots but I have not done the UI yet so they don't. Under TB's vision those Doctors would give XP so you don't want to duplicate.

Hmm.. that's a point to consider.

Of course that whole discussion really is moot until we get the expanded ability to include more specialists no?
 
I'm sure you all love unsolicited advice as much as I do, so here you go!

If you haven't established a general guideline for tweaks to health buildings, I'd suggest they mirror the merchant and/or engineering buildings. so, if a forge provides +1 engineer slot, the health building at a tech level close to the forge should give +1 doctor slot. I wouldn't change the XP, - disease or +health from the buildings, rather have it come from the doctor spec.

Obviously this relies on getting the new specs. ready to go. Anyhow, theres my $.02
 
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