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Natural Army Experience

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Summary: Implement an experience value to represent doctrinal development over the course of time, and use this value when calculating battle results.

Longer version:  

Presently, battle results are determined by quantity. Put simply, whoever has more soldiers, planes, tanks, and ships wins almost 100% of the time. I suggest adding a new dimension to conflict in the form of experience.

Experience would be a scaling value that rises sharply during active conflict, and decreases slowly during times of peace. The increase would represent the sort of doctrinal development that always occurs during a war, whereas the decrease would represent the natural decay of inactive military institutions (aging/retiring service members, equipment obsolescence during peacetime, etc).

Experience would be split into two factors: Defense and Offense.

-Defensive experience would give invaded nations an inherent bonus whilst defending, similar to the fortify command, but more dynamic. Defensive experience would decay far slower than offensive, representing the advantages of fighting on one's home-soil.

-Offensive experience would allow invading nations to circumvent defensive bonuses. Likewise, it would also apply to the invaded nation in the form of a counter-attack bonus (allowing weaker defenders to theoretically take on a sudden invasion from a stronger power). Offensive experience would decay fairly quickly, representing the issues of ever-changing battle tactics.

Both forms of experience would be earned in battles, with the type of experience gained be contingent on who plays what role. Meanwhile, the -amount- of experience gained would depend on the scale of the fighting. The more disproportionate the battle, the more skewed the experience. In other words, when an army of 100 soldiers clashes with an army of 1000, the weaker side will gain more experience. Defeat is the greatest teacher, after all!

This mechanism will naturally discourage nations from picking unfair fights, because every ass-kicking would strengthen the target to the point where they could present a serious threat as they grow.

Finally, experience growth slows the higher it gets, in order to prevent snowballing.

So, what are everyone's thoughts on this? Love it? Hate it?

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  • 5 weeks later...

While this isn't the best idea I've seen today--- that would have to instead be "let's turn this game into a game like Minecraft or Roblox"-- this is still a really good idea.

The combat in this game would be immeasurable more useful if you could gain XP experience points for battles.  

And to address the main issue that people would have against this: how to keep those who prefer farming and resource selling instead of raiding still vested.  Well, the answer is totally simple.  They would get Resistance experience points or perhaps Infrastructure experience points.  Some PvE exp to compensate for not getting PvP exp, at any rate.  


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Easy way to implement it is just add generals like in cn. Not sure how the decay will happen. Maybe the generals retire after some time and you have to rebuy them with the experience you have?

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7 hours ago, Fermion said:

Easy way to implement it is just add generals like in cn. Not sure how the decay will happen. Maybe the generals retire after some time and you have to rebuy them with the experience you have?

This is a solid idea.  You are clearly a man of finesse and fortitude.  I expect any alliance would be proud to count you among its members.  Rose is probably feeling pretty good about their treaty with CoA knowing you are in it.  Deebo just points to you and his FA job gets 100% easier when talking with other alliances.  

I'd commend your nation, but apparently I already did.

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Currently one of the ideas floated in balancing a beige rework that allows for a full rebuild in protection would be units coming out with an "inexperienced" status which makes them a little less useful. If something like that does end up on the final version of a beige rework then unit experience in general will become a topic.

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Sometimes the best way to baffle them is to make moves that have no purpose, or even seem to work against you.


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