A sacrifice is more for a draw back. Like I take a heavier Ax which strikes harder in sacrifice of speed and tires out faster. It's true that its been done in the past. In my understanding it would be more called a "gift to the gods" a present. But I also would expect a priest to twist words.
Aztecs?
You capture enemy soldiers or civilians and offer them to whatever pagan God you worship..
Come on...we literally have the tech called "Slaves".
I see. Makes sense game play wise for that unit.
I have some problems with "Human sacrifice" as a advancement in civilization where in history it was more a advancement to leave it behind.
A sacrifice of the enemy makes little sense to me... "I sacrifice my high-school bully but as compensation I get the girl"
Obviously, won't affect own units, but enemy units. It's a damage trickle.
https://gitea.wildfiregames.com/0ad/0ad/src/commit/7452bf882fe15fc7c36e29761d3bb7390efefc87/binaries/data/mods/public/simulation/data/auras/units/germ_seer_1.json
I though that the description was auto-generated. This isn't the case, so we could actually make it less confusing, like "Enemies : -2 health per second."
It would be great to have some level of or option for intrinsic / automatic (unassigned) building repair by units having that skill. Just like the priest or doctor unit intrinsically heals nearby injured units. A farmer wouldn't stand idle while their farmhouse is damaged. The same goes for any unit with building skills. This seems natural to me and would allow the player to focus more on strategy. I love this game, love the music !