Yeah, but it'd also feel off if ships could do that while r.art couldn't. It can be balanced by buffing up the city healing in the late-game so that missile strikes without blockading aren't effective, and you'd always have anti-air to intercept (a bit like Russian strikes on Kiev). Then again, that could result in a bunch of notifications and possibly increased turn times for unimportant strikes. I didn't see that mentioned, but yeah that alone may kill the replenishable missiles idea*
TBH I'm fine with removal/replacement too, but just the city version makes them mostly defensive weapons, that doesn't feel right.
* That was too pessimistic, we can have our replenishment and eat our cake too. All need more coding tho
Add a new action "Replenish Missiles", only valid in home territory with full HP. Unit loses all movement, gains 1 missile next turn.
Possible tweaks:
- Costs X gold
or
-Drains X production from the city (so still costs prod without taking up a slot)
and
- Local replenishment: Can replenish only if building X is present in the city that owns the unit tile.
or
- Global replenishment: Building X provides +1 missile resource per turn until stockpile is full, units can replenish missiles only when stockpile is positive.