I've always wanted to play something in this game where the stat caps are crazy high and your soldiers slowly become more and more skilled and powerful without ever truly maxing out.
Currently, this is impossible due to the formula that secondary stats are improved which is based on how much farther you have to go before hitting the cap.
What I'm thinking of doing is adding an option to change the point where a soldier's secondary stats grow logarithmically/exponentially(I don't know, I didn't graph it) to one of a few options.
If this was implemented, none of the values would be required in the .rul files, instead, if it didn't detect those variables then they would be set to the appropriate values for the game to act like normal.
1) To the training stat caps and after that it grows at a fixed(still partially randomized) rate, specified in the unit's .rul file by an integer named postTrainingGrowthRate or something. This integer would be required to be set to -1 if the unit has a defined training stat cap for the code to realize it isn't supposed to only grow up to training caps, and it should instead grow all of the way. If training caps aren't defined then all of this is irrelevant as it would never trigger.
2) A new stat set called something like logarithmicGrowthCaps which only has secondary stats as it's inputs. Then the same is done with this as option one except the growth and training can be separated and there's another set of values to put in the .rul file. This method would also require the growth rate integer mentioned above.
3) I'm open to suggestions for other ways to implement this.
Is this interesting to anyone as something they would want? Do I need to clarify anything in the above post? Just say so please.