[to_xp]Gekko
QCT junkie
that still doesn't work for me with gem 1611 and civup 2041
edit: it seems to heal the unit 1 turn after you choose the promo.
edit: it seems to heal the unit 1 turn after you choose the promo.
[to_xp]Gekko;11794001 said:it seems to heal the unit 1 turn after you choose the promo.
Actually, I don't understand why this mod adds another line of "cannon fodder" units. We already have swords which requre strategic resource, and spears which don't. Just tweak promotions, price and strength a little, and it would be enough. Scouts and ranged infantry, on the other hand, really need some love. Gatlings and MGs are absolutely useless now, in my opinion. They have too low ranged attack, too short attack range and no ranged promotions, so there is no reason to use them as a sity garrison. I'll just put artilery in my sities instead, and it'll easily outdamage GGs/MGs. They are useful at "field" defence, but I can use infantry/vanguards instead, which are more flexible. Scouts... Well, ok, I know, vanguards have this function now. But cannon fodder and scouting functions doesn't mix well, i think. Vanguards, after they get few promotions, just become Unkillable Ninjas of Doom. It would make more sense if they would be replaced with "sharpshooters" line: fast ranged (2-3 tiles range) units with scouting/ranged promotions, strong attack against infantry (strong enough, to use them instead of siege units for weakening an enemy) and weak in melee. Main roles: ranged support, barbarian genocide, exploring, pillaging. Vanilla ranged line can be changed to cheap garrison-only (until gatling/mg) units. If it's possible to add promotion which gives bonus to ranged attack while garrisoned, that would be simple.