And if one is China or uses samurais or companion cavalry one can farm great generals quickly this way as well.
Just hope my scouts don't find you in the middle of this or it could end badly for both sides

And if one is China or uses samurais or companion cavalry one can farm great generals quickly this way as well.
ffa shoudlnt exist
there is only ONE way of playing: 1 team vs another team
end of the story(and that goes for every kind of game)
Of course it can work with humans. It would just be a bad idea to go into an MP game expecting it to play anything like a single player game. But IMO that's the whole point of why it's worth it - each game is more interesting and more of a challenge than just another game against the same mostly-predictable AI.
That and it'd be pretty easy for someone to just swoop in with a unit or 2 and kill your units while they're "training." Given how hard it is to have a massive army this technique would leave your respective nations in considerable danger.This can also be very risky - one side can just decide to turn it into real war......
Arguing that one of the players might backstab the other is kind of missing the point. In MP it's not too hard for two people who know each other to play the game. If military training exercises is something that is mutually beneficial, and if those two players are likely to play more games together in future, you'll find lots and lots of people who'd be honest to their friends and this problem still exists.
If third party players who swoop in and wipe them out is a problem, yes you might have a point there. However given how strong cities are at defending, and that for units to be training in this way doesn't require the whole army on the one front, I think it would be easy enough to minimise the risk of being sneak attacked.
And I still think it's a risky tactic.
How about this: a unit only realizes his xp (both from giving and taking hits) if the enemy unit is killed. It's a potential xp, but if the enemy unit never dies (and it has to be within X turns) the xp is never actually awarded.
Moreso, if the enemy heals the damage you've given (first in, first out) you lose that potential xp. Or maybe simply the killing having to be within X turns would avoid infinitely cumulatively exploits. Probably gaining xp for taking hits should be abolished, however, it would still be exploitable, and makes no sense: you're losing your experienced men, recruting new (healing) costs nothing but time, and they get even more experienced somehow?
I considered that as well but I started thinking of situations such as...
I flank the enemy's unit and then beat the crap out of it. It barely survives but it manages to escape. My units would earn no XP for this because it got away, and the hurt unit heals up with no consequences? Doesn't seem fair to me. I'd much rather see the attacker gain some XP for pulling off a good move like that, and the defending unit lose some XP to heal back up.
If you think about it, losing some XP for healing does make sense. Thematically, their archer unit is a whole group of archers. When you deal damage to them, you are basically killing off some of their archers. When they retreat back to their borders and "heal up" they are just replacing what they've lost. But since the units that are joining their forces are not experienced, the XP of the force as a whole goes down.
I don't think it's so bad. If a unit manages to escape, good for him! It's not that easy to pull off (might happen once in a while within a bigger battle, enough as to not be a bother since you'd still be getting other kills).
Plus it might add an interesting mechanic that is historically accurate: chasing off troops who route. Anyone who's played Total War know how major that is within a battle and cavalry are there exactly for that (beyond charging to break formations).
Though your model is indeed a good idea and makes a lot of sense, I can also find some problems with it:
- It would benefit much superior tech from 'farming' obsolete units (two players could arrange that), since you award xp per damage. However this can fixed with adding a multiplier based on the ratio of strength between the two units involved.
- If a unit is badly damaged but doesn't have spare XP, what does it do? 'Lose' a promotion? Are promotions lost automatically to heal when spare xp is not enough? That would be a headache--it makes a lot of sense on theory but would just piss off players to have to give up promotions. So the unit has no choice, it would have to do damage to heal but how can it do so when it's already almost dying?
I really don't think it's a major issue. As it's been pointed out, the merits of resource trading and research deals are probably good enough to warrant not going to war for pointless reasons, but I am still uncomfortable with the fact that agreeing to beat each other up is actually an alternative to other kinds of mutual agreements. It shouldn't be something that can even be considered advantageous.
The same thing was possible in Revolutions, since it was possible to retreat from battle (and give the attacker a free promotion). I never saw it abused, but I barely played multiplayer.
It's still a design flaw, even if people don't rely on it frequently. It basically means that wars can be mutually beneficial to two players in a FFA game. It seems to me that they should be zero-sum or even negative sum.
One could devise an XP system that doesn't have this flaw. For instance, have units gain 1 XP per damage they deal, but healing costs XP. Two units beating on each other will just use up all the XP they earn healing themselves and not really get anywhere. The only way to profit from an encounter is to deal more damage than you take, so it would be impossible for two players to just trade hits. Extra XP would be earned for killing an enemy, but again you can only earn XP by taking something of value away from a player instead of dealing damage that ultimately doesn't matter.
The cost of promotions would probably have to be rebalanced since there would be less XP going around, but I think a system like that would work alright.