Troops get XP for successfully conquering or defending territories.
When the XP threshold is reached, troops raise to the next level. This will affect combat, as dice rolls get slightly modified chances per level, according to that table
The left table are the chances to get each dice result depending on the XP level. As you can see, in level 1 all the results have 30/180=1/6, like in a normal dice. As levels go up the three lower results get decremented odds in favour of the three upper results.
The right table are the XP needed for each level. Each level needs 1.2 times the XP needed for the last level. No levels beyond 25.
Specifics/Details:
When a stack wins a battle, the stack earns XP according to the following formula:
XP won = Killed troops * Losing army XP level / Winning army XP level.
A stack wins a battle when it conquers a territory or when a player attacks the territory the stack is occupiying but finishes the turn without being able to conquer it.
The XP are effective at the end of the player's turn for attacks (to avoid blitz abuse) and at the begining of the player for defenses (so everybody can attack defenders of the same level).
Implementation:
Each stack has a total XP value, then the effective XP is obtained by dividing this global XP by troops in the stack. When troops are killed, each killed troop takes its share of XP upon dying. When a stack is split, points are split accordingly. The total XP value is not displayed, but is stored internally to make calculations a lot more easy.
The effect of this implementation works in a way that fresh troops reduce stack's XP level, as new troops come without XP.
How this will benefit the site and/or other comments:
- Introduces a new layer of strategy as high XP makes you win when both players get the same number in the dice.
- Opens the door to XML tags that allow a territory to provide XP per turn (some sort of academy).