Every other paths and traits help the champion get more xp ... because killing things is the only way (apart the building that have a 25% chance of giving you one xp per turn).
So if you choose to be a "city" commander and chose the +1 gildar/research/-10% unrest, you can't get better if you stay in cities.
I think there should be a way for city commander (not field commander that get +1 in initiative, etc.) to get xp with their function : like 1 xp per turn when in a city. It seems powerfull, but remmeber they will stay in city and won't help with expanding with fighting monsters. And that a level 10 city commander (that has chosen traits that help the empire/kingdom) is still like a level 1 champion against any champ that has some fighting traits.
Not entirely true, a L 10 city commander has more HP than a L 1, can use better magical items, and I am pretty sure a few other base stats besides HP go up with level. Also, there is no reason he couldn't take an initial couple traits that give him XP for sitting in a city, then level up his spell casting, and have high level spells available.
An issue since EWOM days. If governor/commanders gained xp from building completion in the city in which they were stationed, this issue wouldn't come up for discussion every patch.
Within the current game dynamics, if the adv guild was not unique, and gave better than a quarter of a point of xp per season... you could actually level city managers. I was able to mod this in FE via the CoreImprovements.xml, so it can be done.
@ Markon... so you're saying if you use your commander in the field as a really crappy mage he'll make a few levels. This is true, but the entire time you're leveling your commander he is not reducing unrest. By the time he's leveled enough to be a powerful city defender and governor at the same time... the game should be functionally over.
I think Brad said they're still working out the Commander stuff. Agreed- it still needs a bit more of a feel for protecting the home front than fighting-only.
It seems odd to gain combat abilities from governing a city, but isn't it weird to gain city governing abilities from being in the battlefield? If we accept the second case we should accept the first case too.
For commanders, reducing unrest in a city should give XP per turn. Maybe chance= to unrest reduction?
Just brainstorming an idea: Make the Commander's unrest ability a spell that is target-able. Call it "Influence" or something, and let a commander cast it on one city. If it could not take up an essence slot, even better. That way the Commander can go about leveling AND still lower unrest in a city.
You said a few traits that give him xp for sitting in a city, level casting, but how many traits are left for real commander traits ? The build you describe is not for me a good "city" commander build.
I like that idea.
I would dream of a commander that can really create powerfull cities. But for that you need levels. and fo rthat you need... fighting -___- So while you fight your "-10% unrest" doesn't do anything good for you.
Actually, what I was saying was, IF it is possible to have a Commander sit in a city and earn XP reliably, as the OP suggested, he could sit there and by the late game, have at least a few traits that boost cities (Obviously, he's a commander sitting in a city), and also have gotten access to a fair variety of magic schools. I'm not saying go use him in the field as a mage (he's a commander, after all), but rather if you're forced to use him (city defense, for example), he would function much better than a 1st level unit.
Also, on the note of the spells not being useful for a city comander... if he is getting access to city enchantments that none of your other units have access to, by leveling his schools of magic, he's earning XP for sitting on his butt, and making your whole EMPIRE better. And if he's also getting strategic unit buff spells that no one else had, hes making your combat units and heroes better too!
In short, making it easy for a Commander to earn XP every turn for sitting in a city has some balance issues. The adventurers guild at least attempts to make it possible, though of course, if you can only have one of them, and you have 2 or three governors, having them all in that city would lead to one very good city.. and a bunch of newer cities sitting on a big pile of unrest and inefficiency. it's a complicated issue, for sure.
Honestly, the suggestion for having a governor be able to reduce a cities unrest from afar is a nice compromise, I think, especially if it takes an essence slot. Thumbs up to Naidrev in post 7!
There are many great features available to you once you register, including:
Sign in or Create Account