Hit Point Tooltip Feature Request

One of the fun things with GalCiv 3 was picking a race with defensive boosts (like Thalans or Arceans) and then building ships with a ton of hit points to maximize those boosts.

It would be super nice if in GalCiv 4 we got a tooltip showing the modifiers for hit points, similar to the one we already have for weapon attack. That way, you could easily see exactly how much your ships are benefiting from your policies and/or think tanks that boost hit points.

Also, while I'm on the subject.... I feel like some of the policies (specifically, the ones that boost hit points or sensor range) should have some sort of cooldown or penalty for switching them out. Because right now, I can switch all my policies to the military-boosting ones, beat up on the AI, then switch them out again to still get the economic boosts. I can do this EVERY TURN. I don't think the game should be played this way; it makes it too easy/not fun. 

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There are a number of places where you can swap to abuse the game. One is moving leaders around between factions. There's a faction that gives you benefits at the galactic bazaar and there is zero reason to keep a leader there when you are not actively shopping.

I like the Civ VI mechanic of not being able to change policy cards unless there is some broader change like researching a civic, changing your government, the end of an era, or paying cash. That exact mechanic isn't exactly applicable here, but I'm sure there is something similar that could be achieved.

IDEA: How about once a year you can move your leaders, swap policy cards, change your tax rate, and maybe even spend ideology points? You could also spend control to unlock this, resetting the clock to zero. Then you don't get stuck when there is a crisis like your neighbor's psychotic leader deciding to invade you. I also hate getting stuck with a suboptimal governor and enraging my entire empire if I fire the person.

In general, I don't think it is good for gameplay to be able to tweak these things every turn. If the AI can do these things indiscriminately, then the player will want to do the same thing to keep up at higher difficulty levels. I remember constantly tweaking the tax rate in GC I/II. It's probably better for pacing to make this an occasional thing.