KGB wrote:It was in this game. A *long* time ago now. Back when the version of the game were still called Beta1, Beta2. If I recall correctly it was around the time of Beta2, about 3 years ago now. That was when the sites were first created.
You collected resources such as wood (forest site), iron (mine site in hills), gas (swamps site) etc. These could be used to produce units with better strength / hits / movement etc.
It wasn't tried very long before it wasn't found to be much fun. Plus it made maps even more unbalanced if you didn't have the right resources or enough of the right resources etc.
Three years... very ancient time in scale of the game.
It wasn't the thing which I offer now. There were sites set at the start of a game, their location couldn't be changed.
I offer that every player will get some quantity of food at start of a game, may be enough for using during 5-6 turns, then player himself will create places where his food will grow. What terrains it will be? Grass of course, may be sand or forest or even hills and swamp (but lesser harvest), probably not mountains.
Only Peasants will be able to organize such places. Harvest can be taken one time in 2-3-5 turns (the same as new units are being born), number of turns is connected with size of harvest.
I think that too many number of resources is not applicable now. Maximum 2 resources - food and gold. Let's start from food.
KGB wrote:Units in the rear are never damaged since they aren't in battle
It costs 100 gold to raise a city from L2 to L3 and give +5 defense to every unit in the city. That's already enough gold that many warlords don't spend it even though it gives +5 combat to up to 32 units. You want it to cost 100 gold for 1 hit on 1 unit and think players will pay it.
Paying 100 gold to increase your chances from 60/40 to 70/30 is a huge gamble of important money. That battle has to majorly affect the game (raze/plunder a city, kill the best enemy hero type battle) or else it's a bad risk of your money because 90% of the time (any result other than 61-70) the result is the same as it already was without spending the money.
Lets put it this way. If it costs 100 gold to heal 1 pt on a Hv Calv, I'll be happy to play without any healing for any of my units and you can pay 100 gold to heal 1 pt on Hv Calv. I won't mind in the least not being able to pay for healing as it will be an absolute useless feature for me.
KGB wrote:I would pay 1000 gold for 1 Crow with +10 Morale bonus. I would not pay 500 gold (or even 200 gold) to heal a Red Dragon from 1 hit to 2 hits. 90% of the value of the Red Dragon is the +10 morale bonus and has nothing to do with the 2nd hit. If my 1 hit Dragon ever saw battle I am making a terrible mistake estimating battles. So I am happy to have my 1 hit Dragon fight at the end of my fight order and give a +10 morale bonus and save my gold.
KGB
Good note, you absolutely aren't forced to heal units. Play with Heavy Cavalry with 1 hit. It's on your choice. I think that units should keep their damage after battles. Then to heal them or not - let each player to decide this.
By the way, may be to include healing with two ways: with cost of gold or with special ability of units and heroes (without gold). For let players to choose.
Speaking about healing with gold, I would again show example with Red Dragon.
Probably it's possible to count definite cost of every unit if let him (in a test game) to be offered with hero (for units with 2+ hits). Then to count average value of cost for every unit, using this way.
This will be cost of one available unit with all his hits. Cost of healing (for one hit) of a unit is cost of this unit, splitted on number of his hits. (As it shown in example with Red Dragon, if cost of one available Red Dragon is 1000 gold then cost of healing of Red Dragon is 500 gold).
I used Red Dragon as a unit in the example because I don't remember exactly the price of available (offered with hero) Elemental, Green Dragon, Demon etc. These units is 'meat' of good stack and they need all their hits. Then, as it's sometimes said: 'fight was till triarii' - Red Dragon will be very necessary with all his hits. Hope you remember some of your games where your main hero was saved and won the battle with his last hit (when all dragons already slain).
Cost of healing of heroes should be more than healing of units.