I have noticed something that I don't really like in my 3 campaigns.
Recruited units frequently have better stats than units I produced many years ago that have been fighting and surviving.
I think it is because of the following:
- Casualties get replaced by lower XP replacements. For instance my naginata was recruited at 4 chevrons, but after losing half the men and then getting them to full again, they had 3 chevrons.
- Any advances in warfare you get will not be applied to your fielded units, only to new recruits. .For instance accuracy from Archery mastery tech is not applied to your fielded units.
- Tech gives XP to recruits, but not to your field units that might end up having lower XP than your newly recruited units.
This basically means that any early game units will be obsoleted.
I would prefer to have it work like this:
- Unit cannot go below its starting XP - e.g. you'd retain any XP you trained the unit with. If you recruit a unit at 4 chevrons, and then half of them die, the replacements are also at 4 chevrons. If you got to 5 chevrons, then some dying off and recruits coming in might reduce you to 4, but no lower.
OR
- Techs would not give XP, instead they'd give attack, defense, accuracy, reload and morale etc. This could be added to
your units in the field retroactively. Thus, even fielded units would get benefits from your bushido advances. They should, because they are the ones developing the warfare by testing things out at the field. Alternatively, you could have a system to retrain your units to gain your tech bonuses while still retaining battlefield experience.
I really hate having to scrap my good archers because they only managed to get 3 chevrons from the point when I recruited them to the point where I am able to produce archers with 4 chevrons and +10 to accuracy from my tech advances.
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