Does the Medic promo affect the unit with the promo / How to disable animations?

Deathwing

Civilization
Joined
Jan 27, 2009
Messages
114
Hi I wondered if the Medic promo (+1 HP per turn to adjacent units) also affects the unit with the promo itself?

Also is there a way to disable the combat animations... there was in Civ 4 but I can't see any option in Civ 5 and it's really boring to watch my catapults bombard yet another city for the 857th time...
 
I think the answer to 1.) is yes, but not sure... And 2nd question, tick Quick Combat in aAdvanced Settings.
 
Ah thanks I was looking through all the game options. I didn't realise you need to tick it in Advanced Settings before each game! Also thanks re Medic promo, that's what I thought as well - I would appreciate confirmation from anyone who can confirm this?
 
I thought medic didn't work on itself, but can't swear to it right now.

You can also edit one of the xml files so that combat defaults to quick and you don't have to go into advanced set-up to set it. I've done this and it makes the late game a lot more tolerable. Used to be so frustrating when I'd have an allied city-state that fires on a fortified scout every turn. Now I don't have to see that.
 
medic does not work on the unit itself, only adjacent. similarly if you have a khan, it only works on the surrounding 6 tiles, not the tile the khan is on.
 
Ah thanks I was looking through all the game options. I didn't realise you need to tick it in Advanced Settings before each game! Also thanks re Medic promo, that's what I thought as well - I would appreciate confirmation from anyone who can confirm this?

If can edit the following file, CIV5GameOptions.xml in "[..]\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo" quick combat will be checked each new game by default.

Replace:

<Row>
<Type>GAMEOPTION_QUICK_COMBAT</Type>
<Description>TXT_KEY_GAME_OPTION_QUICK_COMBAT</Description>
<Help>TXT_KEY_GAME_OPTION_QUICK_COMBAT_HELP</Help>
</Row>

with

<Row>
<Type>GAMEOPTION_QUICK_COMBAT</Type>
<Description>TXT_KEY_GAME_OPTION_QUICK_COMBAT</Description>
<Help>TXT_KEY_GAME_OPTION_QUICK_COMBAT_HELP</Help>
<Default>1</Default>
</Row>

And the medic promotion only heals units around the unit with the promotion.
 
medic does not work on the unit itself, only adjacent. similarly if you have a khan, it only works on the surrounding 6 tiles, not the tile the khan is on.

this.

It used to be for the unit as well, but they quickly changed that:

1.0.0.62 patch: (10/22/2010)
# Military - Medic promotion now only provides healing bonus for adjacent units.

Of course, they also said that units can't promote on the same turn if they attack, but my french game vids prove that wrong for melee units.
 
I wont mention Healing by promotions and pillaging, also i will introduce the whole mechanic of healing so you can understand it better. After some testing, this goes like this:

Units only heal on the start of the turn.
They only heal if they ended the previous turn fortified or if they have march promotion. Units that can not fortify (Horses,tank,ships,etc...) must not perform any action at the end of the previous turn to start healing.

All units have 100 HP and base value of health regeneration of +10 HP.

Multiple effects of the same modifier do not stack. Meaning that having multiple medics adjacent to the same unit wont increase the healing amount. Total amount can be increased by multiple DIFFERENT modifiers however.

This are the modifiers as long as i know. (Tested this by my self)

+5 HP if the unit is adjacent to a unit with medic I promotion.

+5 HP if the unit is adjacent to a unit with medic II promotion.

+5 HP if the unit has medic II promotion itself and is NOT in friendly borders.

+10 HP if the unit is in friendly territory, in own borders, ally city state, in another civilization with open borders and a declaration of friendship.

+15 HP if adjacent to Khan General (Advanced Medic promotion do not stack with Medic I/II adjacency bonus but it stacks with Medic II +5 HP when out of friendly territory and Faith Healers)

+15 HP in a city that is in revolt.

+25 HP When in a city that is not in revolt.

+30 HP if next to a city with Faith Healers Pantheon


You can stack all of this, to a maximum of +70 HP per turn.

I hope this helps.
 
That's very useful, but this thread is from 2011, so it might miss the intended recipient :lol:
 
That's very useful, but this thread is from 2011, so it might miss the intended recipient :lol:

Well, tried to find some answers on the internet, ended up testing this for 40 minutes doing all kinds of scenarios. May be if some one els will have this question he wont need to do the same thing i did.
 
Units only heal on the start of the turn.
They only heal if they ended the previous turn fortified or if they have march promotion. Units that can not fortify (Horses,tank,ships,etc...) must not perform any action at the end of the previous turn to start healing.

This is the bit I don't get. If I move my scout one tile, I am still able to select "Heal". Yet the scout never heals if he has 1/2 movement points, only at 2/2. I don't understand why that option isn't greyed out.
 
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