Seeing a lot of misinformation here.
The game tracks individual experience, but displays unit experience.
If you retrain a silver chevron unit that is down to 10 men, you will not get an extra 200 silver chevron-standard men, you will get 200 raw recruits and then the game will display an average of the experience within your unit.
This used to come up a lot when people used cavalry wedges: the game sorts your cavalry wedge so that they line up in order of experience, with the most experienced horseman at the front. People used to complain because if they did a lot of cavalry charges in wedge formation, they would find that despite killing lots of the enemy, their units experience would drop - because the men at the front were getting killed, and they represented a disproportionately high percentage of the unit's average experience.
A simple way to see this effect: try merging a handful of battle-weakened units in different patterns - you can make experience chevrons "disappear" and "reappear" as the average experience in each unit changes.
In a 0-turn mod, the ability to retrain and the ability to levy new units is basically identical. It just depends whether you'd rather have a single crack unit of super-experienced troops, or have each unit containing a handful of experience amidst the rookies - which will look less impressive on the unit card, but will still tell in battle.
In the polybian units, I use the former - because it soon gives you distinguishable principes (merged units, where all the experience lies) and hastati (your new recruits); haven't reached the imperials yet, but think I might do it the other way round at that stage.




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