usadefcon1
Prince
- Joined
- Sep 24, 2016
- Messages
- 506
I'd also like to put forward an alternative to @ma_kuh's counterproposal that keeps the idea but unlocks Medic I / II with Tech. I can sponsor this as it's just SQL.
Original counterproposal (a):
Counterproposal (b):
Medic I:This Unit and all Units in adjacent tiles Heal +5HP per turn. Unlocks with Education.
Medic II: This Unit and all Units in adjacent tiles Heal +5HP per turn.This Unit Heals +5HP when Outside of Friendly Territory. Unlocks with Scientific Theory.
Medic I - This Unit and all Units in adjacent tiles Heal +5HP per turn.
Medic II - This Unit and all Units in adjacent tiles Heal +5HP per turn. This Unit Heals +5HP when Outside of Friendly Territory.
Original counterproposal (a):
[Vote] - (5-02) Medic I/II Adjustments
Proposal 5-02 Author: Ma_kuh Medic I: This Unit and all Units in adjacent tiles Heal +5HP per turn. Medic II: This Unit and all Units in adjacent tiles Heal +5HP per turn. This Unit Heals +5HP when Outside of Friendly Territory. Reasoning: Remove the up-front benefit of Medic I from the unit...
forums.civfanatics.com
Counterproposal (b):
Medic I:
Medic II: This Unit and all Units in adjacent tiles Heal +5HP per turn.
Spoiler Current Medic Stats :
Medic I - This Unit and all Units in adjacent tiles Heal +5HP per turn.
Medic II - This Unit and all Units in adjacent tiles Heal +5HP per turn. This Unit Heals +5HP when Outside of Friendly Territory.
Last edited: