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simple rules for training in barracks


amanita
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Garrisoned military could quite slowly train up to rank 1, and also to one rank below the highest ranked unit they are garrisoned with - possibly with respect only to the same type of soldier.

The speed of that garrison training could decrease according to the total population size. That could contribute a subtle counter balance on the pressure to just churn out units as fast as possible, which will always be a priority, but is not yet restrained by any counter effects like corruption or inefficiency.

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The rank of a soldier appears as a chevron on the unit portrait, and the unit itself will dawn more visually impressive armor each time its rank increases. 

Some players overlook that a unit's resource-gathering rates decrease as its rank increases (I don't completely understand the justification). Armor and attack increases are more intuitive.

Part of me doesn't want to encourage garrisoning units, when they could otherwise be out on the map forcing the player to make decisions with them. This garrisoning tactic also doesn't give the opponent any chance to counter it, short of destroying the barracks where the units are being trained, and counterability is an important characteristic in games like this.

Perhaps in the future some mod could introduce a mobile unit that either temporarily increases the ranks of the units around it, or slowly increments the experience of those units. This sort of unit would both keep more units active on the map and allow opponents to counter the play by "sniping" the aura-bearing unit.

Edited by RolandSC2
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1 hour ago, RolandSC2 said:

The rank of a soldier appears as a chevron on the unit portrait, and the unit itself will dawn more visually impressive armor each time its rank increases. 

Rank also drawn over the unit’s health bar. Its an option I think.

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This garrisoning tactic also doesn't give the opponent any chance to counter it, short of destroying the barracks where the units are being trained, and counterability is an important characteristic in games like this.

It would be an economic/strategic matter same as deciding when to create units - too slow to change battle tactics which is where counterability can be ascribed. The counter is basically to take the fight to your enemy sooner rather than later, when they might have gained a chevron ( or a couple if veterans got away in previous battles ).

Edited by amanita
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