I spent some time figuring those on my own and i think you already understood how it works.

Swap is actually the most important part of the system and not some secondary stuff.

The entire system works like a classical RPG point buy system where every soldier have 478 points to spend except for the fact it's randomized around the basic stats (those you'd get without NCE) so rather than start from zero and build everything, the algorithm "chooses" a stat to increase and one to reduce.

Not every stat is worth the same amount of points and how much each is worth is controlled by the swap section. Min and Max are simply that, upper and lower bounds. I added this on UFOpedia some time ago after studying the various swaps to determine the "value" of each stat.

Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high aim might have low defense or health as a result. For the purpose of those modifications some stats are worth more "points" than others. Dodge, Will, Hacking and Psi Offense are all worth 1 point; Defense is worth 1.5 points; Offense is worth 3 points; Health and Mobility are worth 12 points. The total of "points" a soldier has on all of his stats is 478. This information can be used to determine the psi offense of rookies prior to building the Psi Lab in order to save high psi offense troopers as future psi operatives.

The reason you rarely see high health and mobility soldiers (especially combined with good aim) is that those are the most "costly" stats and can't be compensated directly by the "low cost" stats like Dodge and Will. HP and Mobility can be swapped for each other but the only other swap available for those is 4 Aim for 1 HP/Mobility.

Swaps work both ways so even thought a line says

Code: Select all

`+STAT_SWAPS=(StatUp=eStat_Offense, StatUp_Amount=4, StatDown=eStat_Mobility, StatDown_Amount=1, Weight=1.5f)`

You can actually raise Mobility by reducing Aim (Offense).

This part

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```
;The dice that are rolled and summed to compute the number of stat swaps applied for initial randomization
.NUM_STAT_SWAPS=4
.NUM_STAT_SWAPS=4
.NUM_STAT_SWAPS=4
.NUM_STAT_SWAPS=4
.NUM_STAT_SWAPS=4
```

seem to imply that the game will roll 5d4 and sum them for a total of 5-20 swaps with those probabilities (

thanks to anydice)

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```
# | %
5 | 0,1
6 | 0,5
7 | 1,5
8 | 3,4
9 | 6,3
10 | 9,9
11 | 13,2
12 | 15,1
13 | 15,1
14 | 13,2
15 | 9,9
16 | 6,3
17 | 3,4
18 | 1,5
19 | 0,5
20 | 0,1
```

Which swap exactly will be applied is determined by the Weight factor of each line so HP↔Mobility is the most likely swap.

In order to get high Aim, HP and Mobility you would have to roll +HP-Mobility then +Mobility-4Aim at least twice then several +Aim-Somethingelse which is pretty unlikely to occur.