Follow-up Comment #9, patch #1501 (project freeciv):
> If killunhomed = 100, the result will be hp = 0. I think the correct
algorithm you want is:
> punit->hp = MAX((punit->hp * (100 - game.server.killunhomed)) / 100, 1);
This way the unit would survive (hit points > 0)
> punit->hp -= MAX(punit->hp * game.server.killunhomed / 100, 1);
I think this is the way to go. Here the hit point loss is calculated with at
least 1 hp loss each turn ...
(file #8413)
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20100307-trunk-add-option-to-slowly-kill-unhomed-units-killunhomed.diff
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