Modifying xp needed for promotions

Jaroth

Warlord
Joined
Feb 6, 2009
Messages
249
Location
USA
Is it possible to modify the amount of experience needed per promotion level within XML?

Example:

Existing
+2 xp = 1st promotion
+3 xp = 2nd promotion
+5 xp = 3rd promotion
+7
+9

New
+2 xp = 1st promotion
+4 xp = 2nd promotion
+6 xp = 3rd promotion
+8
+10
 
Modify the function getExperienceNeeded in the file CvGameUtils.py for your mod.

By the way, the regular list has nothign at 7 or 9, it is: 2, 5, 10, 17, 26, 37, 50...
This is N*N +1, where N is the number of earned promotions (assuming the leader does not have the charismatic trait, which reduces the numbers by 25%, rounding up.)

Changing this from the polynomial progression it now uses to a linear progression will result in a lot more promotions being given out. Currently a unit with 50xp will have earned 7 promotions. If you make it give one every 2xp that same unit would have 25 promotions. So, you need to ask yourself, "Does my mod have enough promotions to support this sort of progression?" If not, then you need a slower progression, need to add a bunch of promotions, or some of both.
 
Example:

Existing
+2 xp = 1st promotion
+3 xp = 2nd promotion
+5 xp = 3rd promotion
+7
+9

New
+2 xp = 1st promotion
+4 xp = 2nd promotion
+6 xp = 3rd promotion
+8
+10

Modify the function getExperienceNeeded in the file CvGameUtils.py for your mod.

By the way, the regular list has nothign at 7 or 9, it is: 2, 5, 10, 17, 26, 37, 50...

I think what he means is: he wants the progression to be 2, 6, 12, 20, 30, 42... instead of the normal 0, +2, +3, +5, +7, +9 etc
 
I think what he means is: he wants the progression to be 2, 6, 12, 20, 30, 42... instead of the normal 0, +2, +3, +5, +7, +9 etc

Oh. Right. The difference between the levels, not the totals.

In that case, his change would still give out roughly the same number, so that shouldn't be a problem either.
 
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