SnotlingG,
I agree with Max Warlorder that capitols should not start at L8. The player should definitely need to spend the 400 gold to get that last level of protection.
I'm not big on waiting 1 turn per upgrade time. It will make it one more thing for players to micromanage. In other words if my walls are at L2 and I want to go to L5, I will have to for 3 consecutive turns remember to go to that city and upgrade the walls. If you can set multiple turns worth, then you can't charge players for gold until the upgrade happens because it's not fair to charge if the city is lost mid upgrade. Plus this feature makes the game more Age-of-Wonders like where you had to wait many turns for everything to complete. Warlords is mostly a 'do it now' game other than unit build times. I prefer it that way so that if I have 800 gold to spend, I can spend it right now and upgrade a city on my front lines based on my needs.
The 2 hp to 3 hp change + healing seems like too big a change for Beta 2. The ABSOLUTE first thing I will want is the ability to change the order in my stack on EVERY unit. In other words if my stack contains just 2 Griffons and I attack another stack and 1 Griffon gets wounded so it's down to 2 points then if I attack another stack I want to change to my healthy Griffon up front, not my wounded one (same at the end of my turn in case I get attacked on someone else's turn). So all that happens is players will put wounded units in the back and healthy ones up front.
And you are totally right that good stacks will become even better. It won't be a slight bit better either, it will be massively better. I'd suggest you model this in a simulation for quite a while before implementing it in the game and posting the simulation results. For example take a 4 strength unit vs a 2 strength unit. The numbers work out to:
4 Strength unit chance of hit 4/20*18/20 = .18
2 Strength unit chance of hit 2/20*16/20 = .08
.18/.08 =- 2.25
So the 4 strength unit is 2.25X as likely to get a hit, not the intuitive 2x.
The chance of winning for the 2 strength unit is:
.08/.26 * .08/.26= .094 (2 hits in a row. Bottom denominator .26 is .08+.18)
.18/.26 * .08/.26 * .08/.26 = .065 (2 hits out of 3, with 4 strength unit hitting first)
.08/.26 * .18/.26 * .08/.26 = .065 (2 hits out of 3, with 4 strength unit hitting second)
for a total of .224 of 22.4% chance to beat the 4 strength unit.
When you go from 2 hits to 3 hits the chance of a 2 strength unit winning drops by almost a third
.08/.26 * .08/.26 * .08/.26 = .029 (3 hits in a row)
3 hits out of 4 case: (4 chose 3)
.18/.26 * .08/.26 * .08/.26 * .08/.26 = .02 (3 hits out of 4, with 4 strength unit hitting first)
.08/.26 * .18/.26 * . 08/.26 * .08/.26 = .02 (3 hits out of 4, with 4 strength unit hitting second)
.08/.26 * .08/.26 *.18/.26 * .08/.26 = .02 (3 hits out of 4, with 4 strength unit hitting third)
3 hits out of 5 case (5 chose 3). Here I will not show all the cases, just the final number.
.18/.26 * .18/.26 * .08/.26 * .08/.26 * .08/.26 = .013 (3 hits out of 5, with 4 strength unit hitting first and second)
.013 (3 hits out of 5, with 4 strength unit hitting first and third)
.013 (3 hits out of 5, with 4 strength unit hitting first and fourth)
.013 (3 hits out of 5, with 4 strength unit hitting second and third)
.013 (3 hits out of 5, with 4 strength unit hitting second and fourth)
.013 (3 hits out of 5, with 4 strength unit hitting third and fourth)
for a total of .167 or 16.7% chance to beat the 4 strength unit.
The numbers get even more dramatically skewed against the lower strength units as the other unit gets better (ie strength 6 instead of 4 or 8 instead of 4)
If you are *really* convinced that the random number generator you have isn't doing a good job the other possible thing you can do is run each complete stack combat 100 (or 1000) times. Then use the average results for those 100 or 1000 complete battle rolls to determine the 'average' result for that combat. From there you can calculate a standard deviation (easy math calc) and only allow 1 (or 2) standard deviations from the norm. Then run an actual combat and take the first result that falls within 1 (or 2) standard deviations from the norm. That way you can't get those massive fluke battles where 8 light infantry fight 8 light infantry and one side somehow kills 8 with only 1 or 2 losses instead of the average of 6-7 losses.
As far as healing goes, what do you mean 'in the same turn'. As in your turn or an entire game turn? For example, imagine I am player 1 in an 8 player game. Lets say player 2 damages one of my units on his turn. Will it heal at the end of player 2's turn, at the end of the game turn (after player 8) or at the start of my next turn? If it heals at the end of player 2's turn everything works out fine. If it heals at the end of the game turn or at the start of my next turn then you get the situation where after player 2 damages my unit, players 3-8 benefit from that damage. But if player 8 damages me instead then none of the other players benefits because I go immediately after player 8. So you get uneven benefits from damage based on where you are in the turn order and where the player you damaged is. This issue ended up in Warlords IV which has damage/healing/large numbers of hit points and has never made anyone happy. So overall I'm not a fan of permanent damage lasting beyond a players turn (ie once player 2 finishes attacking, all damage should be restored to all units so no one benefits/loses out by where they are in the turn order)
KGB