@Che Guava
Heh! Glad you like it. I already like the current unit health system of Civ3 but I can also relate to Fachy's concern with regards to full recovery so I came up with this concept
Just to clarify some things ...
First, I'm using a "container" concept to handle unit health. The container can either be filled or empty, recoverable or unrecoverable.
Think of your average drink bottle. The bottle is the container. You can fill it up, you can empty it. If you close the bottle, you can't fill it. When you open the bottle, you can fill it up. The same logic applies to the health container concept.
Second,
-defensive combat is when the AI initiates the attack on YOUR units
-offensive combat is when YOU initiate the attack on AI units
Addressing your questions ...
(1) What exactly is the difference between {x} and {u} in practice?
What I mean to say is, in the situation in 1b for example, would that unit with a recovereable health {x} be able to recover it by fortifying in home/neutral territory? Or only in a city, but for free? Or would that {x} become a {u} as soon as the unit made a a move (eg two turns after being attacked)?
{x} is a unit's depleted health container. The cause would be from sustaining damage from combat, either attacking or defending or being bombarded. {x} can be restored as normal (i.e. the unit skips its turn to heal the damage). Restored {x} becomes {o}, {o} being a restored health container.
{u} is used in conjunction with {o} and {x} to keep track of the unit's MAXIMUM health as well as to indicate how many unrecoverable health a unit has received according the the concept rules.
A unit (say a conscript) will have ...
C {o}{o} --TWO health, TWO maximum
C {o}{x} --a damaged conscript, ONE health plus ONE damage, still TWO maximum
C {o}{u} --a damaged conscipt that cannot fully recover, ONE health plus ONE unrecoverable health, still TWO maximum
Therefore, at the BEGINNING of your turn, if a unit has ...
- {x}, it can be restored as normal
- {u}, the damage cannot be restored (simulating severe losses of lives)
This is the 1b example
V {o}{o}{o}{o} --before combat
V {o}{o}{o}{x} --after defensive combat
V {o}{o}{o}{x} --begin turn
The {x} after defensive combat is the damage the unit sustained from combat after defending itself. The unit survived the assault and you begin your turn. The {x} at the beginning of your turn can be recovered as normal (i.e. in home/neutral territory or in enemy territory with battlefield medicine)
So to answer your question about the example ...
-
would that unit with a recovereable health {x} be able to recover it by fortifying in home/neutral territory? YES
-
Or only in a city, but for free? In a city, a unit with {x} can restore it as normal (so in a city, restoring {x} is free). A barracks works as normal (can recover all {x} in ONE turn for free)
-
Or would that {x} become a {u} as soon as the unit made a a move (eg two turns after being attacked)? YES. It becomes a {u} because by the END of the turn, the unit has ONE lost health and still has ZERO total {u}. (I suppose this could simulate the chaos during war i.e leaving the wounded, no time to tend to the wounded, etc.)
(2) Where can a unit recover?
Where exactly is the battlefield: outside your borders, in enemy territory or just outside cities? Would you still pick up {u}'s in friendly territory?
A unit can recover ANYWHERE, just like in Civ3 as long as you have the requirements (i.e. battlefield medicine in hostile borders)
The "battlefield" is defined as any tile/terrain that is NOT a city.
{u} can ONLY be recovered in cities (obviously, your cities will be in friendly territory

)
3) In there anything that you could do to imrpove battlefield recovery?
I guess what I was thinking of was perhaps a promotion, or an advance/wonder (battlefield medicine?) that could change this situation at all? Maybe having battlefield medicine would mean that your units could only get a maximum of half thier health's being {u}'s (all others would be {x}'s, recoverable in neatral/home territory)
To improve battlefield recovery, research battlefield medicine as normal, which allows units to recover in hostile borders. No speedy recoveries in battle (perhaps in a fantasy/sci-fi setting only hehe, magic healing potions or those gizmos they use in Star Trek, tricorders was it?

)
As for your suggestion with battlefield medicine, I never thought of that. Sounds good

But instead of battlefield medicine allowing half-recovery of {u}'s, NOT having the tech would NOT allow you to recover {u}'s. Only when you research the tech that you can recover {u}'s as well as allowing {x}'s to be recovered in hostile borders.
As for promotions, that would be handled as normal. The unit would gain ONE health container that is filled, that would be the {o} symbol in my concept.
For example ...
R {o}{o}{u} --before promotion
V {o}{o}{o}{u} --after promotion
I hope that clarifies things a little
@sir_schwick
Yes, how I presented the idea does look imposing

It really isn't though. It's a fairly simple concept but the way it works I had some difficulty putting into words. I'm sure there is a better way to explain the concept in a simple and understandable manner.
Thanks for the advice on how to use examples more effectively too. I'll keep it in mind in future.
I like your changes too. I like the way the unit levels have been taken into account, allowing the most experienced a better chance of survival. I like the idea of organizational loss being tied to unit level, which is recoverable during battle. Good thinking
My idea though is moulded around the idea of how badly a unit is damaged in ONE turn, which I use to simulate the severity of the losses of lives, damaged equipment, etc.
As for recovery costs (shields) for replenishing {u}'s to {o}'s being proportional to damage, while it does sound fair, I think for simplicity, ONE shield per {u} to be recovered should be good enough. I mean, if unit support (Civ3) could be simplified enough so that X amount of gold can support ONE unit above the government support limit, ONE shield should be good enough to support health recovery
My apologies for using 'shields' as production. Just translate that to hammers if it bugs the heck out of you
@Mewtarthio
I was not aware that the health system has been changed. If indeed it is percentage based, I suppose the concept proposed could still be used. Just need to find the appropriate percentage values which would fit the proposed concept.
I'll have to wait and see how Civ4 unit health is handled first before I can iron out the details
-Pacifist-
"If you prick us do we not bleed?" -W.S.