Armies: Upgrading and healing?

Barbecue

Chieftain
Joined
Jan 24, 2004
Messages
38
Hello, Barbecue here

I've been having some trouble with using the army units properly and I have 2 questions:

1) My armies don't seem to heal in one turn like the barracks promises they will. Is there any way to make them heal faster for quicker campaigns?

2) Although I have armies filled with armors, I still have obsolete armies with pikemen and horsemen in them. Can I upgrade units in an army or replace them with more up-to-date units, it's a pain building a new army unit to acommodate my armors.

I'm, playing regular Civ3 with Kal-El's DYP mod by the way. I think the army healing may be because of this.

Thanks in advance.
 
You can not upgrade armies and armies also heal slower than other units even in a city with barracks.

Edit: Welcome to CFC[dance] :bday: [party]
 
I think armies don't heal as a whole. Instead, they heal as one of the 3 units inside. So if you have a 3 armor army and it had 2/12 HP before you tell it to heal, it will take 3 turns to heal. One tank has 2/4 hp, and the other two 0/4 hp.

I could be wrong, and it's just coincidence. But hey. :)
 
Will it fit in a Caravel?, Galleon?

More generally, when is an army considered to be 1 unit and/or 3 units or 4 units?

This situation occured in my current game: I got a Great Leader while repelling a French invasion of my continent. I made an Army and planned to put 3 knights in it for a counterattack on the French continent. I only had galleys. I knew I could not unload the army after loading it, and if the loaded army did not fit on the galley, I could not attack the French. I eventually avoided the question and transported the unloaded army + 3 knights to the French shore in two galleys.
 
Originally posted by Deatvert
4 units, the army and the three units in it

I guess you mean a fully loaded army counts as 4 units for sea transport purposes, and 1 unit for combat and movement.

How about for garrison duty? The army unit by itself has 0 attack and defense. Other units with 0 attack and defense (catapults, workers, scouts?) do not count towards the garrison of a city. So I figure a loaded army counts as 3 units for garrison duty.

Perhaps I'll test this in a day or so. My current game situation has the Army of 3 Knights + 2 Pikemen putting down resistors in a freshly taken city of size 4.
 
I'm also curious for using armies as defensive/occupation. Usually after I take a city I want to have my army recover to full strength, so I use it to help quell the resistance in said city. But... does the army count as one unit fighting the resistance, or as four?
 
for policing, each unit, including the army unit (though maybe only if there are units in the army--an empty army might be useless for this) counts. Therefore an army of 3 swordsmen keeps 4 content if your gov't allows for that many.
 
I find it important to point out a little bit about how armies work. If I load 2 jaguar warriors in an army along with 1 MA and 1 MI, it will move at a rate of 2 [civ3][ptw] or a rate of 3 [c3c]. On any version, it will have an attack value of 24 and a defense value of 18. In [c3c], it will also have blitz. The jags merely contribute HP to the MA & MI.

As a note, I do believe that in c3c, armies will heal in 1 turn at a barracks.
 
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