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Original artwork for Ranks and unit experience: a system that is in the files and barely in the game — ⛔ an illustration made for this site, not a screenshot of the game

Ranks and unit experience: a system that is in the files and barely in the game

The demo ships a complete eight-rank experience ladder with its thresholds already set. Twenty-two of the sixty-seven unit entries are wired to it, three rank effects exist in the whole build, and every one of them is switched off.

Confirmed Updated · numbers from version 23882143

Original artwork made for this site — not a screenshot of the game

The build carries a ranks table, and it is fully specified. Eight ranks, with the experience needed to reach the next one written out: 1 000, then 1 600, 3 200, 4 800, 6 400, 8 000, 9 600 and 11 200. The shape is deliberate. The first step is short — 600 points — and every step after it is exactly 1 600. Whoever wrote this wanted the first promotion to arrive early and the rest to arrive at a steady, predictable pace.

⛔ We got the next part wrong when we first published this page, and the correction is more interesting than the error. We wrote that exactly one unit entry out of sixty-seven was wired to ranks. It is 22 of them, and there is no flag of the kind we described anywhere in the data. The rank block sits on units of every side: 8 Empire entries, 6 mutant, 5 Rebel and 3 belonging to the mercenaries who fight for nobody in particular.

What those 22 blocks contain is another matter, and here the original page was closer to right. Almost all of them are inert: a current rank of 0, no experience, a multiplier of 1.0, and an empty list of rank events — the entries that would say what actually changes on promotion. ⭐ But the list is not empty everywhere. The build records 3 rank events in total, and they sit on two Empire units: the Spotters and the Tank "T-50B". They fire at ranks 4 and 6. ⛔ And every one of them is switched off — 0 of the 3 are marked active.

One more number moves, and it is the one worth remembering. The rank multiplier is 1.0 on almost every wired unit, but two carry 1.3 instead. ⭐ Both belong to the Empire, and one of them is the spotter squad — the same unit that also owns two of the three rank events. ⛔ We are not going to read a design intention into three switched-off entries; what the data supports is narrower and still useful: whatever promotion ends up doing, the Empire is where it was being tried out.

We are not going to guess what those effects will be, and the practical advice does not change: the ladder exists, the thresholds exist, every recorded effect is switched off, and ⛔ if you are keeping veteran squads alive in the demo because you expect them to get better, the files still give you no reason to think they will. ⭐ What changes is the shape of the unfinished work. This is not one unit wired ahead of the rest — it is roughly a third of the roster wired, and the effects left disabled.

Read from build 23882143 and produced by script. ⚠️ The first version of this page was written by reading a summary of the data rather than the data; we say so here rather than correcting it quietly, because a site whose only advantage is being right owes you the correction as plainly as it owed you the claim.

Values read from game files · version 23882143

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