Unit expirience
Posted: Sat Oct 15, 2011 6:20 am
the experience of units is:recruit*noviceexperiencedveteranelitelegendary***further distinction of merit:paladin*** recruits can be trained to novice in barracks.** paladin is restricted to units who have survived a crusade. paladin is a special bonus that adds to the general level, e.g. veteran paladin status.*** legendary comes after elite but can only be acceded by those with paladin status.when units gain experience they gain bonuses , these bonuses are the usual +10 etc to defense, attack, moral etc. The bonuses of paladin status is special, it installs fear [moral lose in all adjacent enemy units; legendary units install fear in all enemy units on the same world that they are on].troops, unlike vehicle unites (tanks etc), gain skills further to the above bonuses. These secondary skills (gained in further training at a barracks), are at one skill per level. The player may chose the skill. these skills are:battery (can use heavy artilery, anti tank guns and AA batteries)engineer (can build bridges, bunkers, and repair vehicles)sniper (good for elimination enemy nobles/captains/specialist units)mortar (artilery fire)bazooka (anti tank)rocket launcher (anti air)frog-man (movement underwater)medical (can heal self and other troop units)stealth (the advanced art or camouflage)scout (improved spotting and movement)communications (see below)commando [limited to veteran+] (a sort of berserk unit that tries to resolve a battle, charging in, in the shortest possible time, by lowering its defense but substantially increasing attack rating)drop troop [limited to veteran+] (parachute from orbit; sub-note: all units may drop from orbit on moon worlds)special-ops [limited to elite, legendary] (unit that is capable of entering the same space (hex) as enemy units and attacking from within (that hex), opening a new powerful front; can also be used to traverse enemy lines)note: skills may increase in power with good combinations (eg stealth and special-ops is an obvious example for the ultimate behind the lines surprises attack; medical, battery, medic would make an excellent support unit; sniper and stealth might make a lethal noble killer; commando with bazooka would be a tanks worst fear; drop troop frog-men could arrive in the most unpredictable places)units, in order to receive orders, must be near (4 hexes) a captain or (7 hexes) a noble unit. the exception to this rule is units trained in communications. Captains take orders from a noble or general located anywhere on the same planet. A unit who leaves this supply line will follow its last order and then hold its position. a unit told to scout will hold its position once it meets an enemy (but will be able to report this encounter), only returning fire if attacked (after all, how do they know the soldiers in front are currently their enemies). the exception to this is units trained in scouting (and communications), who may take one order before holding. all units who are cut from the supply line suffer a moral drop (always excepting units trained in communications). If something unfortunate happens to the governing general/noble, all captains will use their unites to form defensive positions until contact is reestablished.experienced captains/generals will gain special talents related to command, not yet sure what these will be but the obvious includes: charisma (bonus moral to all units), tactics (bonus defense), strategy (bonus attack), command (bonus to range of command), trainer (units under his command gain more experience points), promotion to general status, and governor (planetary administration). These skills will have to be learn t at a university structure, but only at one skill per level. Some Nobles have special individual skills (e.g. stealth, spy, combat skill, psi, etc) that are assigned to them at the start and cannot be gained.