Medical Corps - Forum
Adds a Medic/Healer to each Era for land and two total for sea. Nine new units and one new tile improvement in all. No New Animations.
New Land Units:
All Medic units are able to build a Healers camp as well as repair damaged improvements.
Ancient Era - Medicine Man - Biped
A Medicine Man heals units in its own tile for 2 per turn.
Classical Era - Physician - Biped
The Physician heals units in its own tile for 3 per turn.
Medieval Era - Doctor - Mounted
A Doctor heals units in its own tile for 3 per turn. Has an increased movement of 3.
Renaissance Era - Surgeon - Mounted
A Surgeon heals units in its own tile for 3 as well as adjacent tiles for 1 per turn. Has a movement of 3.
Industrial Era - Combat Medic - Wheeled
A Combat Medic heals units in its own tile for 3 as well as adjacent tiles for 2 per turn. Has an increased movement of 4.
Modern Era - MedEvac - Hovering
A MedEvac heals units in both its own tile for 3 as well as adjacent tiles for 2 per turn. Has an increased movement of 5, and is able to cross impassable terrain.
Future Era - Nanotech Healer - Hovering
A Nanotech Healer heals units in its own tile for 4 as well as adjacent tiles for 2 per turn. Has an increased movement of 6, is able to cross impassable terrain, and May “paradrop” up to five tiles away from friendly territory.
New Sea Units:
Medieval Era - Carpenter Ship - Sail
A Carpenter Ship heals units in both its own tile for 3 as well as adjacent tiles for 1 per turn. Has a movement of 4.
Modern Era - Floating Drydock - Powered
HA Floating DrydocK heals units in both its own tile for 3 as well as adjacent tiles for 2 per turn. Has a movement of 6.
New Tile Improvements:
Can only be built by Medic units.
Healers Camp
A hasty encampment erected to defend wounded units.
+15% [ICON_STRENGTH] Defensive Strength for any Unit stationed in this Tile.
Notes:I'm thinking about making the units cheaper to build but requiring a specific building before they can be built in any given city. Any thoughts?
Adds a Medic/Healer to each Era for land and two total for sea. Nine new units and one new tile improvement in all. No New Animations.
New Land Units:
All Medic units are able to build a Healers camp as well as repair damaged improvements.
Ancient Era - Medicine Man - Biped
A Medicine Man heals units in its own tile for 2 per turn.
Classical Era - Physician - Biped
The Physician heals units in its own tile for 3 per turn.
Medieval Era - Doctor - Mounted
A Doctor heals units in its own tile for 3 per turn. Has an increased movement of 3.
Renaissance Era - Surgeon - Mounted
A Surgeon heals units in its own tile for 3 as well as adjacent tiles for 1 per turn. Has a movement of 3.
Industrial Era - Combat Medic - Wheeled
A Combat Medic heals units in its own tile for 3 as well as adjacent tiles for 2 per turn. Has an increased movement of 4.
Modern Era - MedEvac - Hovering
A MedEvac heals units in both its own tile for 3 as well as adjacent tiles for 2 per turn. Has an increased movement of 5, and is able to cross impassable terrain.
Future Era - Nanotech Healer - Hovering
A Nanotech Healer heals units in its own tile for 4 as well as adjacent tiles for 2 per turn. Has an increased movement of 6, is able to cross impassable terrain, and May “paradrop” up to five tiles away from friendly territory.
New Sea Units:
Medieval Era - Carpenter Ship - Sail
A Carpenter Ship heals units in both its own tile for 3 as well as adjacent tiles for 1 per turn. Has a movement of 4.
Modern Era - Floating Drydock - Powered
HA Floating DrydocK heals units in both its own tile for 3 as well as adjacent tiles for 2 per turn. Has a movement of 6.
New Tile Improvements:
Can only be built by Medic units.
Healers Camp
A hasty encampment erected to defend wounded units.
+15% [ICON_STRENGTH] Defensive Strength for any Unit stationed in this Tile.
Notes:I'm thinking about making the units cheaper to build but requiring a specific building before they can be built in any given city. Any thoughts?