Khan Quest
Prince
I know that exploration and supply lines have been discussed before, but I don't think anyone has offered this solution (If you have, good job! And create a link to this thread.)
Each turn a land unit is beyond its borders, it has 20% chance of losing a point of health. Fortifying outside the borders will still heal one point of health, but the 20% risk still applies. Non-combatant units would have health bars for the purpose of exploration, but would still be subject to capture or destruction by a military unit.
A wounded unit that pillages a tile has a 40% chance of immediately gaining one lost point of health. All units on a tile while it is pillaged have a 0% chance of losing a health point for that turn.
Variations of this have been mentioned before, but I'll include it here. Sea units entering unmapped areas have a 20% chance of losing a point of health.
This risk can be eliminated with supply lines.
A supply line may be composed sea and/or land units within 'Movement Range' of each other. Examples of Movement Range: Two warriors each have a movement of one so there can be no more than one space between them. Two horsemen (Movement 2) could have upto three spaces between them. A warrior and a horseman, up to two spaces of separation. Road/rail bonuses apply.
The terrain between two members of the supply line must be passable/navigable.
Supply lines may be broken in two ways. Killing or capturing units in a tile that would then put units out of movement range of each other.
The other way is with a blockade. In the example of two warriors having one space between them, there are a maximum of three paths of supply. Foreign units in all three of the tiles form a blockade.
Each turn a land unit is beyond its borders, it has 20% chance of losing a point of health. Fortifying outside the borders will still heal one point of health, but the 20% risk still applies. Non-combatant units would have health bars for the purpose of exploration, but would still be subject to capture or destruction by a military unit.
A wounded unit that pillages a tile has a 40% chance of immediately gaining one lost point of health. All units on a tile while it is pillaged have a 0% chance of losing a health point for that turn.
Variations of this have been mentioned before, but I'll include it here. Sea units entering unmapped areas have a 20% chance of losing a point of health.
This risk can be eliminated with supply lines.
A supply line may be composed sea and/or land units within 'Movement Range' of each other. Examples of Movement Range: Two warriors each have a movement of one so there can be no more than one space between them. Two horsemen (Movement 2) could have upto three spaces between them. A warrior and a horseman, up to two spaces of separation. Road/rail bonuses apply.
The terrain between two members of the supply line must be passable/navigable.
Supply lines may be broken in two ways. Killing or capturing units in a tile that would then put units out of movement range of each other.
The other way is with a blockade. In the example of two warriors having one space between them, there are a maximum of three paths of supply. Foreign units in all three of the tiles form a blockade.