What is the solution to the oft fretted over Civilization dilemma of promotions? How do we fix something that is completely unrealistic, is trying to represent something completely unrealistic, and yet is essential to warfare in the game?
Here are some ideas, proudly brought to you by Rusty Edge, Argetnyx and yours truly (without their permission, mind you (sorry if you don't want it quoted)):
Is the solution one of these ideas? Is the solution a combination of these ideas? Or, even better, is the solution a completely different idea? Cookie for anyone who can come with a good idea.
Here are some ideas, proudly brought to you by Rusty Edge, Argetnyx and yours truly (without their permission, mind you (sorry if you don't want it quoted)):
I agree that it seems wrong to have such wide open promotions. I think that in-field promotions should be both immidiate and limited to either the promotion line(s) in which the unit originally trained (until it's maxed out ), and the ones applicable to it's actual experience.
For example- a unit would have to have healed some hitpoints to be eligible for a medic promo, succesfully attacked acrosss a river or from a ship to be eligible for Amphib, fought in a forest for Woodsman, defended a city for CG, attcked one for CR, defeated a melee unit for Shock, an archery unit for Cover, etc.
I guess promos that confer certain extra abillities such as Visibillity, or proposed promos such as Capture, Withdrawal, or Ambush would require XP and training in a barracks or port.
When you build a unit in a city with a barracks, instead of automatically becoming a veteran (which makes no sense), you get to pick what the unit will specialize in. This specialization cannot be changed, and will remain untill the unit upgrades (where it is given a different one), or (obviously) it is destroyed.
A had an idea to slightly fix the promotion system that is similar to the initial training idea. Let XP work the same way, and promotions be available at exactly the same time. The difference is in this idea that promotions must be taken the turn after the XP level has been achieved, or as soon as they are available. If they are not taken then, they will not be available again until you reach the next level. This prevents unpromoted units from wandering around with the ability to become City Raider 3 at the drop of a hat, and would make things a lot more realistic.
Is the solution one of these ideas? Is the solution a combination of these ideas? Or, even better, is the solution a completely different idea? Cookie for anyone who can come with a good idea.