Matty R
Veteran Newbie
So it just shows that if iron is present on a tile, it will add 1
to that tile?

Have one more questions too, perhaps more relevant middle to late game. Do you prefer windmills or mines, and why? How about watermills?
So it just shows that if iron is present on a tile, it will add 1to that tile?
It says on machinegunners that they can only defend. Does this mean in a stack in the open field too, or just inside cities?
Have two super medics now, so figured it would be fitting to create a super defender instead, that moves with the stack through enemy lands. So will such a machine gun be the main defender if the stack were to get countered in the open?
They will defend in the open. They are likely to only be the main defender against infantry, if you have marines or others around anyway. I would not waste a GG on a machine gunner (I could easily be wrong).
I prefer to use Chariots because they can attack and therefore obtain XPs more easily; that way my GG medic unit can easily reach level 6 and thus ensure I can build West Point when it becomes available.Conventional wisdom is that, when attaching a GG to a unit to get Medic III, you should pick the weakest possible unit and don't upgrade it, so that there's little or no chance it will be chosen to defend. But you also want a fast-moving unit so they can quickly get to your wounded.
I usually use Scouts, Chariots, or, later on, Explorers as medic units. In fact, this is about the only case in which I build an Explorer. On rare occasions I'll upgrade a Medic III Chariot to a Gunship late game if fast movement overrides any concerns about the unit's safety.
I've found that putting a GG on an early unit for Medic III, a warrior/axeman/swordsman for instance, and then simply not upgrading them works fairly well. No speed though.
F
The AI is just mental though. One city had 4 (!) settled GGs (plus 2 GS and 1 GPriest)![]()