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If you have a unit with 95/95 HP and heal a gazillion health (always temporary in combat) = Nothing
If you have a unit with 85/95 HP and heal a gazillion health (again temporary) = You go back up to 95/95, but on combat end your unit will be back to 85/95.
If you have a unit with 85/95 HP and have 2 stacks of regeneration (6 health per stack), at the end of your turn, that unit will heal back up to 95/95, but will waste 2 points naturally of temp healing.
What you're looking for are regeneration sources like regeneration stacks to keep your units fairy fresh after they have been damaged. Or some Ward-like things (like from Mystic Summoner sub culture) that can prevent damage beforehand or the invulnerability spell.
Don't worry about it too much. As long as you have enough sustain you can have have units in armies that start with like 10% of their health but on the first turn you heal them all back up to 100% anyways with temp hp.
hmm.
I'm trying to search my memory (and the AoW4 database and wiki a bit) to see if there's any Temporary HP mechanic like DnD's False Life spell, which is sort of what you described. I honestly can't think of one.
It could be from some tome or culture I don't usually use. I tend not to play Undead builds which may be where it's at I don't know. :)
Now all the damage you take in battle matters
Yeah. Enjoy healing your 120hp unit on the world map with 5hp / turn, because that is totally fun and balanced.
Then stay in friendly territory, pick fitting traits or go nature. Order also has an option to heal or draconic transformation. Materium empire tree also helps with healing and shadow has something for invading. Chaos for plundering.
Honestly, it seems harder not to get something that helps with it.
Truly one of the better changes in AoW4.
Which you never had in AoW2: SM - this is a feature, that was added in AoW3 and continued to linger in PF.
AoW4 fixed problems of this unbalanced and repetitive AoW3 perma healing design with temporary healing, while the more elegant solution, would be to limit base healing to an absolute minimum and grand max healing capabilities only for these cultures, tomes, and deep empire trees, that fully commit to it and pay the hefty opportunity cost, that nobody would like to pay in a competitive game in mulitplayer, as SM MP has proven over and over again.
Access to strong healing is way too easy and too early in the current balance of AoW4.
Besides, the temporay healing system might hurt the A.I. more than the players that can easily work around it by just buliding outposts on strategic choke points or use a Vasall, something that always works, even if you're far away from your home turf.
Is it a good fix of AoW3/PF design flaws? - Yes
Its the best solution for a 4X like AoW4? - No. You just use it to spam it better than the A.I., even without a real commitment and opportunity cost to pay, and still get instagibbed by high damage in MP, with no way to recover from a combat, with max commitment to heals.