The following is a proposal for generals max XP without making generals have a partial cost.
As far as XP goes for max generals:
TE: 15 days worth of war with 3 opponents
SE: 21 days worth of war with 3 opponents
Ground: 6 XP per day Air: 17 per day (including 1 nuke). Naval: 3 per day Spy: 4 per day (higher figure, since it can be quite feasible to build up spy levels without being at war; perhaps limit spy XP to spy attacks versus people you are at war with?
TE: Ground: 90, Air: 255, Naval: 45, Spy: 60
SE: Ground: 126, Air: 357, Naval: 63, Spy: 84
I'm not sure if the generals cost is too high or too low; if the opponent chooses to spy generals every day, instead of defcon or nukes, on average 1 general will die every day, and at 90 XP for ground (max generals) that's the loss of 90 XP per day. That may seem high, if you consider that that's about equivalent to 12 days worth of XP, but there's only a 25% chance to kill the general, as there are 4 generals to target, so it's only equivalent to 4 days when fully considered. It will probably also encourage drama as people will tend to get attached to their generals and become enraged when the generals get sniped off.
One other concern is that players will tend to terminate their generals quite often as they level up or switch from military to economic generals and vice versa, and the present generals costs are rather restrictive, since they're focused on making sure players don't get max generals early on. I originally suggested 50%, but with the higher generals termination cost, I think a 70% XP return on termination will encourage players to use lower level generals, instead of just saving up for higher level generals.
Something to keep in mind is if a "kill general" spy op would be a general one, or split into separate spy ops for different categories "kill army general", "kill air force general", etc.
If you can pick a specific general, than your 4 days would hold true. If not, and the spy op kills a random general, the random nature of it would make it take longer. For example, I kill my opponents high level army general on day 1. He rebuys a cheap one. On the 2nd day, I might kill one of the other 3, or I might kill the cheaper army one. I only have a 25% chance (assuming 50% spy odds) of killing any specific general on any specific day. 4 successful spy ops only has a 9.375% of killing one general in each category. You'd only have a 58% chance of killing any specific general in those 4 days. It takes 8 successful spy ops to have a 90% chance of getting any one general.
I'd suggest some kind of exponential cost. Maybe have a "general level" from 1-10? The level of general in each category could easily be included in gather intel spy ops that way and be easy to track. Each general's XP cost is their level squared. Level 1 costs 1 XP, level 5 25 XP, level 10 100 XP. Use a multiplier for different general types (like x3 for aircraft, for example). Add an experience cap of 150*multiplier so people don't just accumulate insane amounts of experience in a long war if their generals aren't assassinated. This would also add a definite cost to swapping generals between war and peace. If you end a war with 150 XP, you don't have enough to buy both a level 10 for peace and a level 10 at the start of the next war.
The reason for exponential increases is to create a balance between constant spy ops making it impossible to do anything worthwhile generals, while still making it difficult and time consuming to get the best generals. Going from level 1 to 5 should be much easier than going from 5 to 10. It's also more likely to lead to players having to balance out different factors and costs to decide what to do. It'll be more interesting if trying to assasinate generals is a "sometimes" option rather than a "never" or "always" option.
Edited by Azaghul, 29 June 2013 - 03:42 PM.