What does the 'age' mean?

I had asked the same question, but noone answered.
However, it just appears to be an indicator of how long this unit is in game. Nothing more.
 
I think every unit should have a slow xp income (0.10 or something), so old units are more experienced than young ones.
 
I had asked the same question, but noone answered.
However, it just appears to be an indicator of how long this unit is in game. Nothing more.

Literally that.

I think every unit should have a slow xp income (0.10 or something), so old units are more experienced than young ones.

You need somewhere for them to train as well - and that mechanic exists. An 80 year old soldier that spent all his time watching sheep outside the city walls isn't going to be a great unit, but one who spent his time training and studying in the Barracks might be better than the average green recruit.
 
I thought it was pretty self explanatory. I created a unit, it has Age: 1.
10 turns into the game, my starting scout has Age: 10

seemed pretyy easy to understand without any kind of explanation
 
Quick games run at 1.5x speed, normal at 1x speed, Epic at .75x speed, and Marathon at .33x speed. Age modifies accordingly (so every 2 turns on Quick you unit gains 3 age, on normal it is a 1 to 1, on Epic every 4 turns your unit gains 3 age, and on Marathon you unit gains 1 age every 3 turns)
 
Well, the main reason to track age is for promotions which use it as a prereq (either a max or a min). So the idea is to get a rough feel for how long the unit has lived for, and time in each gamespeed has a different importance. Keep a unit alive for 100 turns on Quick and that is mildly impressive. Keep a unit alive for 100 turns on Marathon and that doesn't mean much of anything.
 
You need somewhere for them to train as well - and that mechanic exists. An 80 year old soldier that spent all his time watching sheep outside the city walls isn't going to be a great unit, but one who spent his time training and studying in the Barracks might be better than the average green recruit.

But it could be argued that a unit out in the wilds might learn wilderness promotions like Guerilla, whereas one in a City would learn Drill and March. Of course that would be a pain in the neck to code and more confusing to new players. You could circumvent it with a string of a random events that awarded the promotion to random units that have been fortified to the max in a Forest / Hill tile.
 
But it could be argued that a unit out in the wilds might learn wilderness promotions like Guerilla, whereas one in a City would learn Drill and March. Of course that would be a pain in the neck to code and more confusing to new players. You could circumvent it with a string of a random events that awarded the promotion to random units that have been fortified to the max in a Forest / Hill tile.

It could be argues that the unit fortified in the forest is goofing off (except for the unlucky two on sentry duty at the time of course, but sentry=traingin)
 
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