Retirement is a late development feature which introduces an optional form of closure to the campaign. There are 5 endings and a score is also provided.
|Lessons Learned||defeated in battle with no survivors or have the last man desert the company|
|Early Retirement||default ending|
|Bitter End||completion of ambition for Noble House contracts, which needs 1050+ Renown|
|Leaving a Mark||completion of 1 late game crisis. There may be other criteria that also need to be satisfied|
|Leaving a Legacy||completion of 2 late game crisis. There may be other criteria that also need to be satisfied|
In the first 3 endings, the company is destroyed and in the last 2 endings, the company persists after the captain leaves.
Known positive factors that increase score include:
1)Gold earned (scales linearly with score, when other factors are kept constant)
2)Renown (scales linearly with score, when other factors are kept constant)
3)Items (equipped or in inventory, possibly factored in as their worth)
4)Number and levels of men
Days elapsed serves as a common denominator for other positive factors noted above (possibly all of them). So as more days pass, the impact of each of the positive factors above (such as Renown and gold earned) is reduced.
The number of completed crisis also has a strong impact as it enhances the scaling of other factors (such as gold earned and number and levels of men). The value of Renown on score does not appear to be influenced by crisis completion though and in late game is of less import due to more days having elapsed. It is not unusual to see the score jump by 100-200 after completion of a crisis.
With speedy levelling, roster strength (number and levels of men) has a powerful influence on score in the early game. Renown has its greatest impact early on as well whereas in the late game, with more crisis completed, gold earned likely becomes the most dominant factor.
Exact equation still to be established.