Parameter 1 (I): Id of target ship
Parameter 2 (T): Number of crewmen to exchange (0=all)
This mission is only valid on Academy ships. It will attempt to exchange crew between the academy ship and a target ship. Usually, the result will be that the inexperienced or decimated crew from the target ship will be replaced by experienced crew from the Academy ship. This mission will be handled like all other crew changes.
Parameter 2 specifies the number of crewmen to exchange. You cannot specify more than your academy ship has crewmen. If the specified value is less than the number of crewmen on both ships, crew will simply exchanged in a straightforward manner. If it is larger than the number of crewmen currently on the target ship, the complete crew from the target will be removed, and replaced by the given number of people from the academy ship. The academy ship will never receive more crew than it gives.
Examples: The following examples assume that the academy ship "A" has 3000 crewmen, and the target "T" has 500 out of 1000.
Parameter | Effect |
100 | Takes 100 crewmen from each ship, and adds them to the respective other ship. A will end the turn with 2900 of its crewmen plus 100 of T, T will end the turn with 400 of its original crewmen plus 100 from A. |
600 | Takes all 500 crewmen from T and places them on A, 600 from A will move to T. |
9999 | Takes all 500 crewmen from T and places them on A, 1000 from A will move to T. |
0 | same as above |
Experience changes through this mission take effect immediately. New experience will be computed according to the usual formulas on both sides (Crew_experience, Tech_experience.
Example: Assume that the Academy ship has 3000 crewmen with 2500 EP; the target has 500 with 100 EP, and we're exchanging 1000 crewmen (example 2 from above). EPRecrewScaling is at the standard value 30%. This will lead to the following computation:
Academy ship: New_crew = 500 taken from target Old_crew = 3000 - 1000 original crew minus given crew Crew_experience = ((Old_crew * Old_experience) + (New_crew * New_experience)) / (Old_crew + New_crew) = ((2000 * 2500) + (500 * 100)) / 2500 = 2020 weighed average of the two Tech_experience = 2500 New_experience = 30% * 2500 + 70% * 2020 combination of Tech_experience and Crew_experience using EPRecrewScaling = 2164 Target ship: New_crew = 1000 taken from academy ship Old_crew = 0 everyone went to academy ship Crew_experience = ((Old_crew * Old_experience) + (New_crew * New_experience)) / (Old_crew + New_crew) = 2500 weighed average of the two Tech_experience = 100 New_experience = 30% * 100 + 70% * 2500 combination of Tech_experience and Crew_experience using EPRecrewScaling = 1780
That is, the target's experience rose substantially, whereas the Academy ship's experience dropped a little.
Note that in the target ship's computation, the weighed average equals the experience of the new crew members from the Academy ship, because all old crew members leave the ship, so only new, experienced members remain. However, because those new, experienced crewmen now enter a ship so far run by greenhorns, the ship's experience will start below the Academy ship's experience. Also, the Academy ship's experience will drop a little because it now has those greenhorns aboard, and must teach them proper tactics first.
Preconditions:
- ship has Academy function
- ship has fuel
- target ship exists and is not the same as the academy ship
- target ship is at same location as academy ship
- both ships are owned by the same player, have a bidirectional ship-level alliance, or matching friendly codes
Relevant PControl Stage: CrewExchange
Relevant Configuration Option: EPRecrewScaling, NumExperienceLevels