Not directly related but the discussion about disbanding units reminds me that I have some gameplay mechanisms for units that I'd like to share
First, since some time (ie civ5 time) I'm pondering some change to the helicopter units to make it less of a land unit and more of an air unit.
- Helicopter could "rebase"
- Helicopter should move like a land unit, being able to capture and attack other units, but at the end of the turn (or after using all moves) they should return to their current "base"
- AA units should use "opportunity fire" against helicopter (need DLL)
- Helicopter should be able to hover over water during their turn (and could be based on specific ships) (may not be possible even with DLL source)
Now I think that the second point (returning to a specific plot at end of turn) is already possible on the code side, and could have multiple usage (like slow down a bit expension in early game, maybe useful with historical spawn dates)
- Early "tribe" unit (settler with small combat value, one movement point and no ability to build city) linked to a early scout unit (4 movement points but teleported back to the tribe unit at the end of the turn)
- Early militia units, teleported back to a city after x turns or when loosing their supply line
About unit losing a fight with low morale, disbanding is a possibility, with parts of the components (personnel, materiel, equipment,...) returned to the closest city, or even the unit itself at some additional cost in health/components
Edit: about the "tribe start", you'll get research point dependind on the food resources near the tribe unit, then the ability to create a city when sailing, trapping or agriculture has been discovered.
First, since some time (ie civ5 time) I'm pondering some change to the helicopter units to make it less of a land unit and more of an air unit.
- Helicopter could "rebase"
- Helicopter should move like a land unit, being able to capture and attack other units, but at the end of the turn (or after using all moves) they should return to their current "base"
- AA units should use "opportunity fire" against helicopter (need DLL)
- Helicopter should be able to hover over water during their turn (and could be based on specific ships) (may not be possible even with DLL source)
Now I think that the second point (returning to a specific plot at end of turn) is already possible on the code side, and could have multiple usage (like slow down a bit expension in early game, maybe useful with historical spawn dates)
- Early "tribe" unit (settler with small combat value, one movement point and no ability to build city) linked to a early scout unit (4 movement points but teleported back to the tribe unit at the end of the turn)
- Early militia units, teleported back to a city after x turns or when loosing their supply line
About unit losing a fight with low morale, disbanding is a possibility, with parts of the components (personnel, materiel, equipment,...) returned to the closest city, or even the unit itself at some additional cost in health/components
Edit: about the "tribe start", you'll get research point dependind on the food resources near the tribe unit, then the ability to create a city when sailing, trapping or agriculture has been discovered.