Speculation about the seaferer special:
Looking at for example how royalty/nobility functions i.e royal sides pop nobles in their cities, pop in a greater city gain a greater title, with royals popping only in the capital and how the heir special functions i.e you can pop heir warlords as manny as you want but they take more turns to pop, this is my theory on how captains/admirals pop:
If you control a coastal city, which is a unique city type, when you pop a warlord you have the option of devoting more turns and poping a captain i.e the seaferer special is guaranteed.
Admirals are probably those captains poped in the capital.
I tend to think that the seafarer special is not something they get to chose. The side wouldn't pop a landlubber of a warlord. That's a joke to them. I think its like the flying special one of Jills warlords had. Its just that Forecastle instead got a crit fail, instead of a crit success on his abilities.
Kornaki wrote:It wouldn't shock me if it was even fairly easy for units to retrain specialties, it just isn't often done because units aren't seen as people with thoughts and ambitions like they are in Stupid World.
It strikes me as something that is a poor idea in general. Especially if the special is going from sword to spear. A potential reasons;
1) Its a waste of training. You could train a swordsman to use a spear, but why? Instead just pop a spearman, and train them to use a spear really well
. Or you could train the swordsman in swording well and just use that. This pretty much has to be an issue to some degree.
2) It might be a bad use of other resources. It could increase upkeep, and then you have two specials that can't be used at the same time. Worse, to actually switch in combat you'll need for them to have two weapons. Its just a bad idea.
3) Differing talent levels and have other stats suited to different roles. A spear user might be much more naturally suited to spear use. Sure, you might be able to teach him the sword, but it would take a big amount of training to get a swordsman with too little defense and hits.
What I think would be more useful is training that synergizes with existing talents.
1) Train them to be better at what they do. Obvious, but we saw this with the knights.
2) Abilities that you just don't have naturally but really want. Train someone to fabricate if you have no fabricators.
3) Abilities that synergize with existing ones. If you have a spearman, you might want to train him in shields and the special "hedgehog formation!".
4) It makes good use of other resources. If for example, training doesn't increase a units upkeep then it might make sense to train units in abilities that would otherwise be more expensive. I.E. if archers have twice the upkeep of spearmen, train the spearmen in archery and save a bit of cash.
5) Abilities that can't be used together. If you teach spearmen archery, they can fight fliers and ground pounders effectively.
6) Excess training time. You have nothing better to do with your trainer. If all you have is a boxing teacher, you might as well send your spearmen to learn from the boxing teacher. (Assuming no other costs.)