fiskeboller
Chieftain
- Joined
- Dec 29, 2022
- Messages
- 6
Proposal:
The current game greatly favors unit rotation and healing, typically making wars long and tedious wars of attrition (that can actually still be greatly beneficial due to cutlure/science/faith bonuses)
Wars are often not about inflicting the most damage on the enemy army, but about sniping and annihilating single units.
Example: If you face to swordsman units (armies/corps) of 100 heath each, it is way better to destroy one of them, than inflicting 50 hit points damage to each. While in the real world, killing 400 soldiers of one corps and 400 of another is almost as bad for the enemy as loosing 800 in one (the entire corps).
Depth: A cost to healing would make battlefield decisions deeper and more complex (still it will be beneficial to annihilate single units, but not always if you could do way more damage in another way).
Realism: Taking damage in a battle has a cost in terms of men and material (in civ terms, should be either food/growth, production or gold, where gold is the simplest and could be compared to buying units)
Bonus benefit: This would counteract long drawn out late game battles where the battlefield is stacked with units (gold impact would force one player to sue for peace if they cant make progress)
Bonus benefit 2: Healing is an excellent gold sink, and would make gold more important and interesting
Bonus benefit 3: Shift the balance in favor of the computer AI (in the current game, healing and keeping single units alive is the most important reason why humans outperform AI). If the balance shifts in favor of the AI, we can have a similar challenge with fewer bonuses to the AI, which will make it more interesting and balanced
Note: I do not know whether this could be simply implemented in the game, which may ruin the proposal. But if it could it would greatly improve the gameplay.
- Add a gold cost to unit healing
- Proposal 1 gold per 2 hit points healed, scaling with era (Can be discussed, but should be somewhat less costly compared to buying a new unit).
The current game greatly favors unit rotation and healing, typically making wars long and tedious wars of attrition (that can actually still be greatly beneficial due to cutlure/science/faith bonuses)
Wars are often not about inflicting the most damage on the enemy army, but about sniping and annihilating single units.
Example: If you face to swordsman units (armies/corps) of 100 heath each, it is way better to destroy one of them, than inflicting 50 hit points damage to each. While in the real world, killing 400 soldiers of one corps and 400 of another is almost as bad for the enemy as loosing 800 in one (the entire corps).
Depth: A cost to healing would make battlefield decisions deeper and more complex (still it will be beneficial to annihilate single units, but not always if you could do way more damage in another way).
Realism: Taking damage in a battle has a cost in terms of men and material (in civ terms, should be either food/growth, production or gold, where gold is the simplest and could be compared to buying units)
Bonus benefit: This would counteract long drawn out late game battles where the battlefield is stacked with units (gold impact would force one player to sue for peace if they cant make progress)
Bonus benefit 2: Healing is an excellent gold sink, and would make gold more important and interesting
Bonus benefit 3: Shift the balance in favor of the computer AI (in the current game, healing and keeping single units alive is the most important reason why humans outperform AI). If the balance shifts in favor of the AI, we can have a similar challenge with fewer bonuses to the AI, which will make it more interesting and balanced
Note: I do not know whether this could be simply implemented in the game, which may ruin the proposal. But if it could it would greatly improve the gameplay.