Build: repair city health

Creepy Old Man

Warlord
Joined
Oct 10, 2010
Messages
295
How 'bout a build option (similar to build: wealth or build: research) that allows a city to more rapidly regenerate health lost in battle?
 
That seems to make quite good sense. When would this build option become available, and is it best to leave it as a simple 'heal' build option, or make it a building that has that effect?
 
Heh.

Currency -> create wealth
Education -> create science
Engineering -> create hp
 
'Recovering health' might be a better option than 'create hp'. Presumably the first would be limited to the maximum defence of the city, whereas the second would simply make a city more and more powerful, and could make cities much more powerful than the game design intended.
 
'Recovery' sound good, & it can be made available at economics since this tech implies more leverage and control of your economy.

i'd say despotism gives more control of economy
i mean total control :) and its implied that it is available from start
 
I say have a Civic Engineer specialist. Or perhaps divert a percentage of production towards "healing" like we currently "build" science or in Civ IV where we could "build" happiness or culture.

This would happen as early as "Engineering." I have no idea how historically accurate this would be; I can't find anything in my history books about "City Hit Points."
 
in ancient times citizens were always engaged in repair of fortifications immediately after assaut (if it was fended ofcourse). the same technology needed as for the walls (masonry, afair). and walls too!

/agree

Masonry allows walls, so it only makes sense it would also allow repair of those walls.

With that being said, should Recovery only be allowed when Walls or other Building fortifications are available? Or as previously mentioned about using specialists, perhaps defensive structures should offer specialist slots -- either to bolster the defense rating or to repair it.
 
Masonry allows walls, so it only makes sense it would also allow repair of those walls.

With that being said, should Recovery only be allowed when Walls or other Building fortifications are available? Or as previously mentioned about using specialists, perhaps defensive structures should offer specialist slots -- either to bolster the defense rating or to repair it.

:goodjob:

That would certainly make walls, castles, etc, far more useful.
 
'Recovery' sound good, & it can be made available at economics since this tech implies more leverage and control of your economy.

This argument could be applied to any build option. I think it's implied that you have full control of your empire from the beginning.
 
/agree

Masonry allows walls, so it only makes sense it would also allow repair of those walls.

With that being said, should Recovery only be allowed when Walls or other Building fortifications are available?

Sounds great!

City Walls? 2 HP / turn
Castle? 3 HP / turn
Military Base? 4 HP / turn.
 
Nice idea. Then if we give these types of buildings a bonus to the attack your city does, I would be a happy Panda.

In the ancient times, I sometimes remove 4-5 HPs from a warrior or a spearman with the city attack. From Pikeman and up, I never manage to remove more than 1 HP.
 
I'm in favor of wcil's approach, simply adding it as an extra feature of defensive buildings. It adds relatively little complexity and micromanagement, and gives value to some previously almost worthless buildings. I do worry that adding HP regeneration will weaken the AI even further, as it's very bad at taking a city quickly, but can over time use its superior numbers to whittle down a city's health. A city with a castle and a trebuchet might become invulnerable to an AI assault, which isn't good for game balance.
 
On the other side of the coin, wouldn't the AI be helped by being able to regenerate its own city's health?
 
On the other side of the coin, wouldn't the AI be helped by being able to regenerate its own city's health?

I doubt it. A human player is usually able to set things up so he can take the city in a single turn; this is much more difficult for the AI.
 
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