criZp
Deity
now when attacking a unit, if the attacker cant kill the defender the attacker will always retreat to the tile he came from.
would it not make more sense if the retreating unit would be the one that took most damage? so if the defender takes more damage they will move to a tile away from the attacker, and the attacker remains on the tile where they fought, where the defender used to stand.
especially if paired with a lowering of the huge +65% defense bonus from fortification/terrain, being one military tech level ahead would become much more important if you could eliminate that defensive bonus with one attack.
I do imagine early all-out attacks could become annoying for non-warmongers without such a reliable defensive combat bonus. This might be fixed by adjusting the unit supply in low-pop civs, ie if you just have a city of 7 and a city of 3 people then you cant support around 10 combat units, maybe more like 6 (not counting scouts)
interesting idea or not?
would it not make more sense if the retreating unit would be the one that took most damage? so if the defender takes more damage they will move to a tile away from the attacker, and the attacker remains on the tile where they fought, where the defender used to stand.
especially if paired with a lowering of the huge +65% defense bonus from fortification/terrain, being one military tech level ahead would become much more important if you could eliminate that defensive bonus with one attack.
I do imagine early all-out attacks could become annoying for non-warmongers without such a reliable defensive combat bonus. This might be fixed by adjusting the unit supply in low-pop civs, ie if you just have a city of 7 and a city of 3 people then you cant support around 10 combat units, maybe more like 6 (not counting scouts)
interesting idea or not?