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Post by pug on Jul 7, 2015 19:58:39 GMT
Once again I made a small investigation, this time on gaining experience with generals / princesses There are 2 kinds of experience: Rank - Increases the hit points of the unit of the general
- You gain experience for increasing your rank purely by doing damage to any enemy unit. All enemy units count the same
Nobility - increases the regeneration of the unit of the general. You gain experience for - Increases the regeneration of the unit of the general
- You gain experience from killing units. It looks like killing an enemy unit with a general gives you three times more experience
Here is a small overview for rank
Rank | Hitpoints added
| Damage for next level
| Medals for buying upgrade
| 1 | 5 | 250 |
| 2 | 10 | 400 |
| 3 | 25 | 600 |
| 4 | 20 | 900 |
| 5 | 28 | 1500 | 24
| 6 | 36 | 2400 | 38
| 7 | 44 | 4100 | 60
| 8 | 54 | 6200 | 96
| 9 | 64 |
| 152
| 10 | 74 |
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| 11 | 86 |
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| 12 | 98 |
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| 13 | 110 |
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| 14 | 125
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| 15 | 150
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A few more words: - the strange decrease between rank 3 and 4 is real - in average byuing costs a slightly below 1 medal for needed 65 damage points
Hope this helps a bit. If you know the missing figures, just write them down, I will edit them in.
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Post by andrei on Jul 7, 2015 20:36:09 GMT
For the 14th and 15th levels hitpoints are 125 and 150
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Post by bottlesofbeer on Jul 8, 2015 9:26:08 GMT
Nice recap. I read elsewhere that capturing cities also increase nobility,but never tested that theory.
This rank/nobility info is often overlooked because grinding for rank is boring,but to finish the game it really is a must.The last few campaigns are brutal for the noob non-ranked.
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Post by kanue on Jul 8, 2015 16:37:27 GMT
Yes, capturing cities yields experience.
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Post by kyokusanagi on Jul 29, 2016 5:34:29 GMT
Question.
Golden Staff. Does it help to upgrade my general for mission time or after it(exprience) stays with him?
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Post by pathdoc on Oct 17, 2016 12:12:00 GMT
Question: What is the significance of "Damage for next level"? Is this the same as the general's health (or rather, the health of the unit to which he is posted)? If so, awesome.
I can understand now how some people are finishing these conquests so quickly. I really need to go back, start another conquest game, and give my cheap-and-nasty academy generals (e.g. Konopka, the giveaway) some easy kills to boost them up.
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Post by jonblend on Oct 18, 2016 0:34:21 GMT
Once again I made a small investigation, this time on gaining experience with generals / princesses There are 2 kinds of experience: Rank - Increases the hit points of the unit of the general
- You gain experience for increasing your rank purely by doing damage to any enemy unit. All enemy units count the same
Nobility - increases the regeneration of the unit of the general. You gain experience for - Increases the regeneration of the unit of the general
- You gain experience from killing units. It looks like killing an enemy unit with a general gives you three times more experience
Here is a small overview for rank
Rank | Hitpoints added
| Damage for next level
| Medals for buying upgrade
| 1 | 5 | 250 | 4
| 2 | 10 | 400 | 7
| 3 | 15 | 600 | 10
| 4 | 20 | 900 | 15
| 5 | 28 | 1500 | 25
| 6 | 36 | 2400 | 39
| 7 | 44 | 4100 | 60
| 8 | 54 | 6200 | 96
| 9 | 64 |
| 152
| 10 | 74 |
| 240
| 11 | 86 |
| 384
| 12 | 98 |
| 608
| 13 | 110 |
| 960
| 14 | 125
|
| 1600
| 15 | 150
|
| -
|
A few more words: - the strange decrease between rank 3 and 4 is real - in average byuing costs a slightly below 1 medal for needed 65 damage points
Hope this helps a bit. If you know the missing figures, just write them down, I will edit them in.
Nobility level
| medals to reach next level
| 0 | 0 | 1 | 20 | 2 | 40 | 3 | 60 | 4 | 90 | 5 | 135 | 6 | 200 | 7 | 300 | 8 | 450 | 10
| 675
| total
| 1970
|
I always wanted to know if it is a good deal to spend 3600 medals to fully upgrade your general (rank+nobility to max). Given these experimental data: 3600<(1970+4200=6170) However, you should take into consideration that it's very easy to get your general to 10 nobility (less than one hour) and you get a good amount of rank experience by actively using your generals in campaign/conquest. And who has 3600 medals anyway??
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Post by jonblend on Oct 18, 2016 0:47:42 GMT
Question: What is the significance of "Damage for next level"? Is this the same as the general's health (or rather, the health of the unit to which he is posted)? If so, awesome. I can understand now how some people are finishing these conquests so quickly. I really need to go back, start another conquest game, and give my cheap-and-nasty academy generals (e.g. Konopka, the giveaway) some easy kills to boost them up. Let's assume your general has rank 7. That means he adds 44 health to the unit he is assigned to. After dealing a cumulative amount of 6200 damage his rank will go up and he has 54 health.
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Post by pathdoc on Oct 18, 2016 11:22:50 GMT
Question: What is the significance of "Damage for next level"? Is this the same as the general's health (or rather, the health of the unit to which he is posted)? If so, awesome. I can understand now how some people are finishing these conquests so quickly. I really need to go back, start another conquest game, and give my cheap-and-nasty academy generals (e.g. Konopka, the giveaway) some easy kills to boost them up. Let's assume your general has rank 7. That means he adds 44 health to the unit he is assigned to. After dealing a cumulative amount of 6200 damage his rank will go up and he has 54 health. Okay, that makes everything perfectly clear. Thank you. Is there a similar behaviour with regard to health and lethality for units without a general attached? Also, let's say I take my bargain-basement freebie academy general into battle, and he dies. Does the cumulative damage he did get carried over into the next conquest game in which I use him? And does this mean that I can send him into battle, and then immediately he's killed, start another conquest game and throw him into the fray again, over and over, accumulating damage points and then restarting yet another game to throw him into as soon as he dies in the previous one? Or do I have to play each conquest to the end first?
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Post by jonblend on Oct 18, 2016 17:24:47 GMT
Is there a similar behaviour with regard to health and lethality for units without a general attached? Also, let's say I take my bargain-basement freebie academy general into battle, and he dies. Does the cumulative damage he did get carried over into the next conquest game in which I use him? And does this mean that I can send him into battle, and then immediately he's killed, start another conquest game and throw him into the fray again, over and over, accumulating damage points and then restarting yet another game to throw him into as soon as he dies in the previous one? Or do I have to play each conquest to the end first? Normal units grow in a similar way. Their progress is limited to the mission/conquest they are in. Generals (Headquarter/bought from academy) on the other hand take everything with them. You can even position your general in a way that he deals a lot of damage, save, attack, reload and he will have kept his experience. The only way to lose rank experience happens when regrouping the general. The receiving general takes trainer abilities and a percentage (<100%) of the experience.
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Post by pathdoc on Oct 21, 2016 13:30:05 GMT
Okay, next silly question - how does all this relate to chevrons and stars?
My current understanding is as follows:
1) Rank is a measure of health points when at maximum percentage (how much you have to lose); Chevrons and star are a reflection of resistance to receiving hurt (how slowly you lose it); Nobility is a measure of rate of healing of damage received (how fast you get it back when disengaged).
2) Units with generals attached recover health at a speed dictated by the general's nobility (but is it the general's health alone that is recovering, or the sum total of unit base health plus general's health?).
3) Normal units when not led by generals recover health extremely slowly (somewhat accelerated in cities/stables/foundry), or when they win chevrons.
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Post by jonblend on Oct 23, 2016 19:29:11 GMT
Okay, next silly question - how does all this relate to chevrons and stars? My current understanding is as follows: 1) Rank is a measure of health points when at maximum percentage (how much you have to lose); Chevrons and star are a reflection of resistance to receiving hurt (how slowly you lose it); Nobility is a measure of rate of healing of damage received (how fast you get it back when disengaged). 2) Units with generals attached recover health at a speed dictated by the general's nobility (but is it the general's health alone that is recovering, or the sum total of unit base health plus general's health?). 3) Normal units when not led by generals recover health extremely slowly (somewhat accelerated in cities/stables/foundry), or when they win chevrons. 1) Rank and Nobility is for Genarals only. Rank reflects a general's hit point growth (5-150 hp). Deal damage to increase rank. Nobility is a synonym for hit point regeneration rate (0-10 hp/round). You gain nobility by capturing cities and fields and/or killing units. Chevrons is a temporary effect for the duration of one campaign or conquest. It works for units with or without generals. There are 5 levels - each one provides a 2 point damage reduction (before factoring in damage mulipliers for unit type, terrain effects and general skills). 2) Units in cities or with cevrons have a small hp regeneration rate. You can greatly increase the rate by adding a general with high nobility and give tent items to said general. This unit will receive a cartain amount of hp per round until its hp are full. Full means current hp = unit hp + general hp = hp shown on info screen.
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Post by pathdoc on Oct 24, 2016 11:00:17 GMT
Rank and Nobility is for Generals only.
Well understood.
Chevrons is a temporary effect for the duration of one campaign or conquest. It works for units with or without generals.
I found this out by experiment yesterday; when I was grinding, I did so by saving, killing the enemy unit, then simply quitting out, reloading, etc., and I saw that while my rank and nobility were rising, my chevrons were not being memorised or increasing. I have, incidentally, also noted an apparent rise in killing power of ordinary units that have lots of chevrons/a star, though I don't think it's associated with the chevrons specifically; both appear related to experience gained.
Units in cities or with chevrons have a small hp regeneration rate. You can greatly increase the rate by adding a general with high nobility and give tent items to said general.
I am a long way from being in possession of such a general; nevertheless, the regeneration rate for chevron-bearing units is a good thing to know (I already saw from experience that they regenerate inside cities). I tend to play very long games for enjoyment (on the tablet, which has the 999 move limit rather than the kindle version's 99 only), and while I know this won't bring me princesses in a great hurry (or at all), it will bring me lots of rank and nobility, and medals with which to buy better generals. Knowing that units in the field can regenerate on the move is a HUGE help for people like me who like to play these long games for fun.
Now that I know an academy general cannot be permanently lost by dying in battle (he's only out for the rest of the conquest), I'm not afraid to take risks with them to get experience in conquest mode.
BY THE WAY, does anybody have a table of damage points required per elevation in nobility? I ask because I was grinding over lunchtime and managed to earn one of my generals his first "hat", and it occurred to me that if I am obsessive enough to write down the damage points he does, I could construct such a table (except for the first rank jump, which I've already missed). But it's a lot of effort to go to, and if some hard-working person has already done this it seems pointless to duplicate the work.
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Post by jonblend on Oct 24, 2016 22:35:28 GMT
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