As I pointed out, in certain constellation
fighting picking
plants flora should result in damage for the picking party (gatherers that collect potatoes without knowledge of cooking leads to food poisoning of the tester) I believe this trial & error which essentially is Herbalism in C2C could be represented by damage the gatherers receive by certain plants before certain techs are researched.
This would then have a damage for 75-25% for them (rolling keys). Taste some mushrooms after the potatoes and your gatherer is done.
Or what about this: we could have it the way that a gatherer would need some food or he would die after some turns.
The life-energy of the gatherers outside your culture borders would be represented in losing like 5% of HP per turn [starving mechanism =
terrain damage (which as you all know the gatherer does not suffer from yet)!!! and "healing" by succsessfully "fighting" a
plantimal (receiving full heal on win cause "fed") picking a plant he discovers from time to time.
Not only would the chance be he could "subdue" it and sack it in to carry it home, as was already (much to my satisfaction) brought up in the discussion, but in this regard I would also settle a request, namely to have hunter units also being able to do the same as an game option [no autoteleport of animals]... as well as maybe a "auto-starve 5% per turn" outside cultural borders for hunting units as well.
(All of this and the) Following might sound heratic to some of you (thus, winkingly, I made up a little poem to smoothe your ruffled feathers, don't read it if you ain't got no humor)
but please take it into consideration - "autostarve 5% outside of own territory" could even be implemented not only for worker or hunter types but for all unit types.
With the healer available the stacks you send out would, if rested from time to time, will be able to cross lands without starving to dead but lonely hunters would need to find prey from time to time. As they would autoheal upon win, this could work (as for gatherers already explained, normal healing like combat type units still can do it would be impossible for the hunters as well)
So could the AI handle the non combat unit types proposed autostarve mechanics?
I can't tell you for sure - we have our experts in that field who maybe would hopefully like to comment it - but the AI does certainly know how to handle terrain damage and what I propose is nothing else but on a broader scale.
The Ai units would just need to understand
when to return home before risking too much and dying.
Exploration would be much more rewarding but even more dangerously.
Some cases:
Lets say a wanderer, a chaser and a gatherer dare to explore the surroundings of their small size 1 settlement
-- the AI would need to use them a certain way: - losely tied together; one exploring the flanks, the other more defensively also clearing some fog, and finally the non combat unit searching the newly uncovered, now savely exploreable places for plants to pick.
What could happen now? The hunters find no prey: after 10 turns out of own territory they have would to come home and to be "fed"/healed by own city/culture. A gatherer - even if still full of health, as he just had a fine banana meal - would then also draw back as it only uses to explore tiles that are "save".
Or the hunters are successful and heal by prey and then allow the gatherer (which they protect like a general - if its in immediate danger) to explore a bit more - the gatherer would be tied to a radius of 10 - 13 tiles around the city at max because always having in mind to return to city in time -- so not to starve to death far away.
The radius, as you see is widened by the successfullness of the gatherer (and the hunters protecting/encircling him!)
example:
Both, hunter and gatherer unsuccessefull until let's say 9 turns away from cultural borders means that returning home (5% damage per turn * 10 turns = 45% damage - returning home with rest of 5% HP) is triggered for both.
But if Wanderer is successefully nailing a pistachio on turn 10 away, and the Hunters are successfully finding some carcass (
passive hunt possible to be implemented!) as well = they both heal fully (although the brickish carcass would usually only heal half maybe^^) and are thuis able to advance explorring further away from city, but would still have to return home in this case after 3 more turns exploring unsuccsessfully 100%-3*5% = 85% Health remaining when hiting the 13 turn tour to safety [although if successefull there they would maybe hit another direction again.
The strength vs animals for hunters should only indirectly be affected by starvation values imho, I think starvation does lower overall strength but also could highten a sense of all or nothing mentality in a fight-
So lets say a hunter didnt catch prey and returns home in 1 turn, has 10% food (strengths) left but then he would be attacked by an animal strength 2 cheetah - in reality the hunter would have 0,3/3 but as the starvation would only indirectly influece his fighting strength, he would maybe be at 1,5/3 fighting strength + 1 first strike for "hungry berzerk" or something^^
The terrain damage aka starvation could also simulate supply lines as long as we dont have them? Food merchants and healers would supply and heal the stacks in the open...
What do you guys think of this?
*suggestion for including "carcass" as a new "animal", movement 0, strength 0 only visible for hunting types, can feed/heal and also make sick damage by a certain chance, gives small amounts of xp for early hunting units like wanderers until feeding mechanisms are possibly established?