Experience can be gained in many ways, and some civilizations can gather it more effectively than others.
Players will receive 2 XP per second, or 120 XP per minute.
Civilization bonuses and penalties Edit
- The Spanish require 27% less XP than other civilizations to receive Home City shipments.
- The Germans require 10% more XP to receive Home City shipments.
Treasure hunting Edit
Some Treasures give XP once claimed. The Mountain Warrior Home City Card, available to the Japanese, doubles XP earned from Treasures. The Aztec War Chiefs experience aura on the other hand can increase reward from the guardians, but not the Treasures.
A building grants an XP "build bounty" equal to 20% of its original cost when built. Destroying buildings grants an XP "destroy bounty" equal to twice of its build bounty.
Units grant an XP "train bounty" when they are trained, the amount varies depending on the unit in question:
- 5% of the cost for Settlers, Villagers, and Fishing Boats
- 10% of the cost for military units, Coureur des Bois, Cree Coureur des Bois, and Settler Wagons
- 20% from outlaws
Killing units grant an XP "kill bounty" equal to 10% of its cost (20% for outlaws).
Some buildings generate XP as well, specifically the Fire Pit (with Gift Dance), Shrines (requires the Seven Lucky Gods Home City Card, can be increased by attracting animals to it), Sacred Fields (when livestock are tasked to it), Mosque, Toshogu Shrine (the same as with Shrines), Consulate (with a Spanish ally, available to the Japanese at a level 40 Home City), and Trading Posts built upon a Trade Route.
The Torii Gates wonder will increase the XP from constructing, training, or destroying buildings and units, as well as the passive experience trickle by +50%. This is incredibly powerful when combined with the Seven Lucky Gods card. The Punjabi New Year and Navajo Shepherds native technologies can also increase Sacred Field and Shrine herdable animal experience rates for India or Japan. A British ally can boost the experience generation of Indian livestock and sacred fields, as well as livestock tasked to Japanese shrines (including Toshogu) by 20% when sending the TEAM Wool Staple Ports card.
Cost and train/build reduction Edit
Cost reduction cards for units or buildings do not reduce the experience gained from constructing, training, or destroying them. Therefore some combinations of cards and upgrades can effectively allow significant experience boosts from construction to be purchased at a very low cost (e.g. Land Grab, Advanced Plantation, and Cree Textile Craftsmanship (in that order) for 96% cheaper Plantations (32 wood) and granting 160 experience every 5 seconds, equivalent to 32 experience a second).
Cards or upgrades that reduce construction, or train times of buildings, and units will also improve experience gain (e.g Stonemasons, Medicine, Fencing School, etc).
First eight shipments Edit
- First - 300, 219 (Spanish), 330 (Germans)
- Second - 345/645 (cumulative), 252/471, 380/710
- Third - 397/1042, 290/760, 436/1046
- Fourth - 456/1498, 333/1094, 502/1698
- Fifth - 525/2023, 383/1477, 577/2225
- Sixth - 604/2627, 443/1920, 662/2887
- Seventh - 693/3320, 513/2423, 757/3644
- Eighth - 792/4112, 593/3016, 862/4506
Gather rates Edit
This table shows the initial gathering rates, card and Consulate granted trickle rates are fixed and can not be increased, though they can be stacked with other trickle cards available to that civilization. Trade Routes will vary depending on length, and number of sites available, shown is the average one can expect on the majority of maps.
|Sheep||4.8/min per Sheep|
|Goat||5.4/min per Goat|
|Cow/Water Buffalo/Yak||6/min per animal|
|Llama||7.2/min per Llama|
|TEAM Sumptuary Laws (card)||12 coin, food, wood, and 6 export and experience per minute|
|Sumptuary Laws (card)||18 coin, food, wood, and 9 export and experience per minute|
|Mosque||15/min (1 max)|
|Consulate (Spanish)||48/min as long as they remain an ally|
|Trade Route (unupgraded)||72/min per Trading Post|
|Toshogu Shrine||55.8 experience, and increases regular shrine gather rates by 33% (but not experience), or 21 coin, wood, and food per minute.|
|Porcelain Tower||10.8 (Colonial), 15 (Fortress), 24 (Industrial), or 60 (Imperial) experience per minute depending on the Age in which it is constructed.|
|Sacred Field (Sheep)||8.4/min per Sheep (10 max, 84/min)|
|Sacred Field (Goat)||9.6/min per Goat (10 max, 96/min)|
|Sacred Field (Llama)||10.8/min per Llama (10 max, 108/min)|
|Sacred Field (Cow, Water Buffalo, Yak)||12/min per animal (10 max, 120/min)|
|Shrine||20.4 experience per minute per Shrine (20 maximum, 408/min), or 6 coin/wood, or 8.4 food.|
|Gift Dance (Warrior Priests)||66.4/min per priest (max 10, 664/min)|
|Gift Dance (Villagers)||33.2/min per villager (max 25, 840/min)|
The Spanish or Portuguese can train Llamas for the Indians at a Livestock Pen after sending the Llama Ranching card, thus gifting them experience indirectly. 7 of them is 50.4/min (90.72/min with Goraksha card) compared to the Consulate bonus for the Japanese by having the Spanish as an ally, at a cost of 490 food, 250 wood, and a card shipment for the ally, versus 100 export and 200 wood cost for Japan. However, this allows India to effectively have access to a consulate ally bonus typically unavailable to them. With a British ally sending TEAM Wool Staple Ports as well, the total bonus for India jumps to 60.48/min (120.96/min with Goraksha card, equivalent to doubling the passive trickle). The Spanish, Indians, and British also synergize well for Monitor long-range bombardments, especially if the Chinese become a fourth ally. The Chinese can then use TEAM Provincial Administration, adding +10 to the population provided by their own Villages, British Manors, Spanish Houses and Indian Houses. The first ally gaining a significant population advantage by manor booming, the second recovering the cost of the Livestock Pen and saving wood for Missionaries (unction), and the latter to save them wood, which is required instead of food to train villagers.