Why not just "Units lose up to 50 HP on upgrade"?Maybe this :
Both restrictions are potentially reduced with wonders/policies/etc.
- Units need (strictly) more than 50 HP to be upgradeable
- Units loose 50 HP on upgrade
well we are trying to make upgrading slower....should we just require a unit to be fully healed before upgrade? We have that code from unit gifting, could use it here if again we want to increase the difficulty of upgrading without impacting the overall cost.Why not just "Units lose up to 50 HP on upgrade"?
A hard limit seems harsh. Just need max(50, currentHP-1)
Sure, upgrading super damaged units means they will technically lose less HP, but you are also taking the risk of them being sniped at 1 HP
Requiring that a unit be full health before upgrade, then reducing its health after upgrade is a very weird process.well we are trying to make upgrading slower....should we just require a unit to be fully healed before upgrade? We have that code from unit gifting, could use it here if again we want to increase the difficulty of upgrading without impacting the overall cost.
I don't think upgrading in the middle of a war is the problem that is trying to be solved here.Another option is the "enemies nearby" flag that prevents you from, e.g., disbanding captured civilians.
So a way to make upgrading harder would be no upgrades when enemies are nearby.
I like the first one, but I think a 50 HP reduction is not enough for units who has more than 100 HP.Maybe this :
Both restrictions are potentially reduced with wonders/policies/etc.
- Units need (strictly) more than 50 HP to be upgradeable
- Units loose 50 HP on upgrade
Yeah I feel like we are way overcomplicating this. If people think 1 hp is too aggressive, that's fine. Lets just pick a % and go with it. 50% is fine by me. But we don't have to get fancy with this.I would say change it to reduce 50% HP of the unit instead.
Or agree that upgrading isn't too easy and pick none of theseLets just pick a % and go with it.
of course, voting no is always an option!Or agree that upgrading isn't too easy and pick none of these![]()
If the tech leader needs a handful of turns to heal up and press their advantage, the tech trailer also needs a window to make the transition. Only now the tech leader has patched up their forces and started to move in while the defender's new tech is just coming online. Any unit they want to upgrade needs to hide away from combat for a few turns first.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.
Yeah, you're right. Maybe heal on promotion doesn't make much sense. If upgrade cost HP then why not promotions?Also I'm just realizing if we use HP as a cost for upgrades we'll have free HP-gain on promotion, but HP-loss on upgrade.
You would also need to have promotion-saving force-enabled.Yeah, you're right. Maybe heal on promotion doesn't make much sense. If upgrade cost HP then why not promotions?
I'll just note that is a much bigger impact to combat than the change to upgrades. promotion healing is a key part of the combat game, I have often made certain attacks knowing I will get a healing bump at the end. This is ESPECIALLY important for early game city attackers, who often need that extra hit of HP to keep a siege going.Yeah, you're right. Maybe heal on promotion doesn't make much sense. If upgrade cost HP then why not promotions?
More like asymmetrySeems like a nice bit of symmetry
Ok, I'm fine with thatYou would also need to have promotion-saving force-enabled.
You can also plan for upgrades, because you know then you'll have tech so you can plan when you want to have higher CS.I'll just note that is a much bigger impact to combat than the change to upgrades. promotion healing is a key part of the combat game, I have often made certain attacks knowing I will get a healing bump at the end. This is ESPECIALLY important for early game city attackers, who often need that extra hit of HP to keep a siege going.