Overview
Overview
Function
Rationale
Version History
Credits
Contact / Extra Information
Function
Units garrisoned in a city with a Sparring Grounds built in it have a chance of gaining experience.
The chance depends on:
- Unit's Combat Type: Melee units have the highest chance, then mounts, archers and eventually siege engines.
- Naval and aerial combat units can not garrison in a city.
- Unknown Combat Types, as those modded-in by others, are defaulted to use the same chance as that of mounted units.
- Player's Era: The chance increases as you reach a new eras.
- Game Speed: The slower the game speed, the lower the chance. (I.e. on Marathon you have less chance than on Standard.)
- Player's Unit Count: The more units (including workers etc.) you have, the less chance for experience gain.
- The influence of this factor is diminished for AI players, as the AI favours (and needs) a higher quantity of troops to measure up to human adversaries.
This graph shows the chance of gaining 1XP any given turn for melee units.
The two factors shown are the player's unit count on the x-axis and the player's current era on the y-axis. This is for a game with Standard game speed.
For mounted units and unknown combat types, the chance is 84% of this.
For archers, the chance is 60% of this.
For siege engines, the chance is 48% of this.
Rationale
This mod is created to give passive civs a fighting chance against those geared towards conquest, who gain massive amounts of XP through battle and generally have a tech and quantity advantage as well.
Chance factor rationale:
- The less a unit otherwise would benefit from being garrisoned or otherwise stationed in the city, the more it is rewarded for this passive behaviour.
- In later eras, the game generally picks up speed, there's less time left to benefit from it, the Armory and Military Academy are introduced and the Unit Count (point 4) goes up.
- With slower pace, production and tech advance slows down too and there are more turn to benefit from it.
- The more units a player has, the more military oriented he is and the less he needs compensation against (other) militarily strong players.
Version History
v. 4 (21 Mar 2011)
- Multiplayer is now supported
- Fixed +1XP per turn replaced by % chance, based on several factors
- Effect no longer limited to melee units
- Cap of 60XP removed
- Mutual exclusivity with Armory removed
- Changes to Flavor of Sparring Grounds
v. 3 (17 Mar 2011)
- Bugfix: correctly set dependency on Sparring Grounds (was -still- on Barracks)
v. 2 (17 Mar 2011)
- Addition of the Sparring Grounds building (mutually exclusive with Armory)
- Can't gain XP when a unit already has 60XP or more
v. 1 (14 Mar 2011)
Credits
Thalassicus for getting me into modding because of his wonderful Balance mods.
Kael for making the awesome Modder's Guide to Civilization V, a crucial learning document.
Alpaca and Gedemon for their documentation on and examples of Lua coding, the Lua tutorial on the Civ 5 wiki and the code of his City States UU mod respectively.
MouseyPounds and SamBC for helping me during pre-release development, solving the things I couldn't.
Again SamBC and now Spatzimaus for their help during post-release development.
Contact / Extra Information
You can find me on Civfanatics, where this mod has his own Thread.
This mod is intended as a mod component, so if you want to incorporate it in your mod, please do, but let me know if you do and give proper credit.