I have an idea for City Defence and I've been stewing where to put it for a little bit now. It all started with the problem where the AI would continually get full health units EACH time the city were attacked, EVEN in the same round!, whereas the player would LOSE his city defense altogether in the event of two sequencial attacks.
Here is the system I have thought up:
I would like to see a two columned UI page before every combat where you are defending a city from assault. The system would grant you X number of points to put towards city defenders at the start of a battle, the first column showing who you've selected. In the second column, a list of currently available units (perhaps non-available ones greyed out so you have something to look forward to), and some info on each as to how many of the type of unit you can field. (example: 3/3 militia and 2/2 archers). Also including of course more detailed information when hovering or clicking the unit. I think it's VERY important to give the player the ability to CHOOSE how you want your city to defend itself.
As to the number of points, I would think that each time a city were attacked, it would be guarenteed a BASE number of points, but that base could be increased by obtaining techs/buildings/spells/etc and have an additional increase/turn up to a CEILING. This would reflect sequencial attacks versus prepared defenses. Naturally, the points must be LOST in the killing of the defending units for those points NOT to transfer over to the next sequential attack in the turn.
example: If I've got 3 archers in a city, I DON"T want 2 more as city defenders. I'm going to want to select some militia (say 3/3) to back up those archers instead. I should have that option. During course of the battle 2 of my militia die, but I am victorious in fending off the enemy. However, they attack again with another force the very same turn. Now I would only be allowed to select 1/3 because the other two have died and have to be replaced over time. I am forced to change my strategy of defense. Also, since I have lost defense points, I have fewer points in which to select defenders.
In this way, city defenders can become unique aswell. The town guardian, for example, can be added to this list of available units. Completing the cooresponding building grants you X additional points (enough for a guardian (1/1 selectable...and maybe there is another building or tech that allows yout to increase that to 2/2) and unlocks the guadian unit. If you want to spend those points on fielding him, than it's your choice, however you can use those points in other ways too.
Maybe even the Govenor Hero could give bonus points to global city defense.
Maybe the Defender Hero could give bonus point to the city that he's helping defend.
We could even take this farther. Say you REALLY want to keep a city and you're just not in a tactical position to defend it. (Especially now with razing being INSTANT again). There could be an option to hire mercenaries to your cause before a battle (perhaps up to 2 can be hired so the info would display 2/2). Attach the unlock to a tech or building or something so that it's limited in early game and has to be worked towards if you want to exploit that aspect of city defence.
Stuff like that. Stuff that puts the CONTROL of the game into the players hands. I know that this would be a HUGE change to a game where defending units are meant to be a SMALL part. Problem is that defending units are becoming a HUGE part of the game. Often times my milita alone is enough to slug off other factions units. Granted, they can still have trouble with champions but my point is that if defending units have HUGE impact on the game, than they should also become a HUGE aspect of the game.
Kinda hope SD reads this one and is willing to comment how LH has changed in this regard and whether or not an idea such as this would have any merit.