1HammerCitizen
Chieftain
- Joined
- Jan 4, 2026
- Messages
- 9
Hi everyone!
I'm new here, but I've been playing the mod for a while now. I of course need to begin by thanking Leoreth for the amazing mod he has created!
I have a few questions in general regarding stratocracy, arising from my recent attempts at the Australian civ, particularly for the 2nd goal: my initial plan was to get Totalitarianism + Fanaticism, which along with the barracks, would grant me 8XP right off the gate. I assumed it would be enough to get to level 4, since stratocracy is described as requiring -25%XP for promoting (same as the Charismatic trait in the base game), with the math for that being:
Experience Required per Level
However, I see you need 9XP instead of 8XP with stratocracy to get to level 4, so I've run a test to see the XP required up to level 12 in the mod and the results are:
Experience Required per Level
This means you still need Totalitarianism + Fanaticism + Great General regardless to pump lvl 4 units, so the only real benefit of stratocracy for the Australians seems to be the +100% GG, since I don't think you have time to train 30 8XP units, transport them, and leave it to RNGesus to not get screwed in 30 battles for that 1 extra XP
It would seem that for a civic that is meant to be a boost to your troops quality, for which you have to sacrifice the much better options (in general) of Constitution or Bureaucracy, + a turn of anarchy, + additional instability from civics incompatibility, + reduction in commerce compared to the alternatives, the benefits are a bit lackluster.
As of the current iteration of the mod, the only civilizations I can think of would even consider stratocracy to achieve its goals would be:
- Germany: only if going full totalitarian for civic compatibility stability, the XP savings are negligible, the +100% GG nice but unnecessary, and considering you are still very much in a tech race, by the time you can consider switching to it is probably too late to even notice the benefits
- Argentina: 100% GG might be good to get the golden ages, but I don't think is worth the turn of anarchy (you already are really tight in turns and much to do for that), + losing either a free specialist or +35% hammers/commerce.
- Mexico: Probably the only civ where it could make more sense than the alternatives, as you have no tech or commerce goals, and need the 3 GG.
- Australia: seems to be a must just for the GG emergence, with the -25% XP required looking rather pointless.
So only 4 civs would consider this civic (others that might consider it like Ottomans are done way before it becomes available), and none of them benefit at all from the -25%XP.
Could you please let me know if there's something I'm missing and share your thoughts?
Thanks!
I'm new here, but I've been playing the mod for a while now. I of course need to begin by thanking Leoreth for the amazing mod he has created!
I have a few questions in general regarding stratocracy, arising from my recent attempts at the Australian civ, particularly for the 2nd goal: my initial plan was to get Totalitarianism + Fanaticism, which along with the barracks, would grant me 8XP right off the gate. I assumed it would be enough to get to level 4, since stratocracy is described as requiring -25%XP for promoting (same as the Charismatic trait in the base game), with the math for that being:
Experience Required per Level
| LEVEL | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | N |
| XP Charismatic leaders | 2 | 4 | 8 | 13 | 20 | 28 | 37 | 48 | 61 | 75 | 91 | 108 |
|
| XP Others | 2 | 5 | 10 | 17 | 26 | 37 | 50 | 65 | 82 | 101 | 122 | 145 |
Experience Required per Level
| LEVEL | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | N |
| XP Stratocracy | 2 | 5 | 9 | 14 | 21 | 29 | 39 | 50 | 63 | 77 | 93 | 110 | |
| XP Others | 2 | 5 | 10 | 17 | 26 | 37 | 50 | 65 | 82 | 101 | 122 | 145 |
While I am sure of the results, I'm not sure if the formula is correct. Is this how the math is done? If so, why?This means you still need Totalitarianism + Fanaticism + Great General regardless to pump lvl 4 units, so the only real benefit of stratocracy for the Australians seems to be the +100% GG, since I don't think you have time to train 30 8XP units, transport them, and leave it to RNGesus to not get screwed in 30 battles for that 1 extra XP
It would seem that for a civic that is meant to be a boost to your troops quality, for which you have to sacrifice the much better options (in general) of Constitution or Bureaucracy, + a turn of anarchy, + additional instability from civics incompatibility, + reduction in commerce compared to the alternatives, the benefits are a bit lackluster.
As of the current iteration of the mod, the only civilizations I can think of would even consider stratocracy to achieve its goals would be:
- Germany: only if going full totalitarian for civic compatibility stability, the XP savings are negligible, the +100% GG nice but unnecessary, and considering you are still very much in a tech race, by the time you can consider switching to it is probably too late to even notice the benefits
- Argentina: 100% GG might be good to get the golden ages, but I don't think is worth the turn of anarchy (you already are really tight in turns and much to do for that), + losing either a free specialist or +35% hammers/commerce.
- Mexico: Probably the only civ where it could make more sense than the alternatives, as you have no tech or commerce goals, and need the 3 GG.
- Australia: seems to be a must just for the GG emergence, with the -25% XP required looking rather pointless.
So only 4 civs would consider this civic (others that might consider it like Ottomans are done way before it becomes available), and none of them benefit at all from the -25%XP.
Could you please let me know if there's something I'm missing and share your thoughts?
Thanks!
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