Proposal: When upgrading a Major Civ Unit (not a CS or barbarian unit), that units current HP is set to 1.
Example: An archer at 32 hp upgrades into an Composite Bowman. The CBow will have 1 hp, and then will heal as normal from there.
Rationale: Upgrading your units is a powerful effect that gives players with a military science lead a strong ability to dominate their foes right after a big discovery.
This idea first spreads out the impact of an upgrade, requiring several turns of healing before the unit is serviceable again, which delays the impact of a new military technology and encourages building new units along with upgrading. Further, this prevents a unit on the frontline from suddenly upgrading and leaping ahead in strength. Now upgrades require more tactical planning, as you need to cycle out troops from the front to upgrade them out of danger.
However, the overall "cost" of upgrades remains the same, as they can be quite expensive already for a large army.
Example: An archer at 32 hp upgrades into an Composite Bowman. The CBow will have 1 hp, and then will heal as normal from there.
Rationale: Upgrading your units is a powerful effect that gives players with a military science lead a strong ability to dominate their foes right after a big discovery.
This idea first spreads out the impact of an upgrade, requiring several turns of healing before the unit is serviceable again, which delays the impact of a new military technology and encourages building new units along with upgrading. Further, this prevents a unit on the frontline from suddenly upgrading and leaping ahead in strength. Now upgrades require more tactical planning, as you need to cycle out troops from the front to upgrade them out of danger.
However, the overall "cost" of upgrades remains the same, as they can be quite expensive already for a large army.
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