Thalassicus
Bytes and Nibblers
Does the Medic II promotion only heal adjacent units 10% per turn (the 8 tiles around to the medic), or does it also boost healing in the medic's tile another 10% per turn (on top of the 10% from Medic I)?
Tauro said:I didn't see any change from having medic II instead of medic I, I think is useless if you are used to move your whole army on the same square.
flytyer said:I have very rarely used the "Medic" promotions. I this think it is almost a wasted promotion when considering the power you gain with the other promotions
I have very rarely used the "Medic" promotions. I this think it is almost a wasted promotion when considering the power you gain with the other promotions
Xerol said:Medic's something good to give to units that are at the end of their useful life, but aren't worth it to upgrade to new units. And due to the low strength of said units, they don't get attacked easily when in a deep stack.
I'd really like to see a "medic" unit that you can build - low strength, defend only, but starts with Medic 1.
Just build a scout/explorer with a barracksXerol said:Medic's something good to give to units that are at the end of their useful life, but aren't worth it to upgrade to new units. And due to the low strength of said units, they don't get attacked easily when in a deep stack.
I'd really like to see a "medic" unit that you can build - low strength, defend only, but starts with Medic 1.
dammit why am I so ******ed!? I've never thought of that and it's a beautiful trick. I get so mad when I accidentally attack with my medic...Krikkitone said:Just build a scout/explorer with a barracks
Draax said:dammit why am I so ******ed!? I've never thought of that and it's a beautiful trick. I get so mad when I accidentally attack with my medic...
Palantir30 said:You arent that ******ed. You need 5 XP to get Combat1 and Medic1. Even being Agressive to begin with wont work because scouts/explorers dont count as Melee or Gunpowder, they're Recon and thus dont get the free promotion from Agressive.
The Baracks only gives 4 XP so all by itself it isnt enough to pump out Medic1 scouts.
Pragmatic said:Theocracy or Vassalage. They come late classical/early medieval, right?
Thalassicus said:It's not hard to have at least one warrior or scout reach level 2 from early barbarians; give this guy Medic for ancient conquests. Once you get Vassalage or Theocracy (or if you're Aggressive) you can easily make medics.
Explorers make the best medics; they have 2 movement points, ignore terrain costs, and never get attacked.
Medic I drastically increases the healing speed of units in enemy or neutral territory, since the base healing rates are only 10% and 20%, respectively. When you're sitting outside an enemy city and bombarding the defenses, it doubles the healing rate for your assault units if the stack gets attacked by seige units.
Don't get March for your Medic, get it after Combat III instead! This way they heal every single turn, regardless of if they move or attack. I use this for Cho-Ko-Nu's (Crossbowmen), since they can't get city raider promotions, I go the Combat & March route. I also often go for March for defensive calvalry, so they can heal every turn they move.