After my stack (of say 1 MVP units) captured a city, I often want to heal my troops fully. On the following turn, should I move the injured troops inside the resisting city to heal? or should I leave them in the now neutral tile outside the city to heal? This of course, is assuming I'm attacking from the outskirts of an enemy empire, which is often the case, and that I'm in no immediate danger of having the enemy retake the city.
I did a calcuation. A unit on neutral land heals 10 HP per turn; resisting city heals 15 HP per turn; neutral land with medic I heals 20 HP per turn; resisting city with medic I heals 25 HP per turn. Moving a unit into the resisting city costs an extra 1 turn of healing time.
1st column: initial HP
2nd column: number of turns necessary to heal in neutral territory
3rd column: number of turns necessary to heal in a resisting city
4th column: number of turns to heal in neutral territory with a medic
5th column: number of turns to heal in a resisting city with a medic
0, 10, 8, 5, 5
5, 10, 8, 5, 5
10, 9, 7, 5, 5
15, 9, 7, 5, 5
20, 8, 7, 4, 5
25, 8, 6, 4, 4
30, 7, 6, 4, 4
35, 7, 6, 4, 4
40, 6, 5, 3, 4
45, 6, 5, 3, 4
50, 5, 5, 3, 3
55, 5, 4, 3, 3
60, 4, 4, 2, 3
65, 4, 4, 2, 3
70, 3, 3, 2, 3
75, 3, 3, 2, 2
80, 2, 3, 1, 2
85, 2, 2, 1, 2
90, 1, 2, 1, 2
95, 1, 2, 1, 2
General conclusions:
(1) Without any medic, it is better to move the unit into the resisting city unless the unit is only 1 turn away from being fully healed. This brings the unit closer to the enemy empire for the next attack. It also allows the unit to fortify and protect the newly captured city while healing.
(2) With a medic, howerver, healing in the neutral territory with a medic beats or is at least on par with the other 3 healing scenarios.
I did a calcuation. A unit on neutral land heals 10 HP per turn; resisting city heals 15 HP per turn; neutral land with medic I heals 20 HP per turn; resisting city with medic I heals 25 HP per turn. Moving a unit into the resisting city costs an extra 1 turn of healing time.
1st column: initial HP
2nd column: number of turns necessary to heal in neutral territory
3rd column: number of turns necessary to heal in a resisting city
4th column: number of turns to heal in neutral territory with a medic
5th column: number of turns to heal in a resisting city with a medic
0, 10, 8, 5, 5
5, 10, 8, 5, 5
10, 9, 7, 5, 5
15, 9, 7, 5, 5
20, 8, 7, 4, 5
25, 8, 6, 4, 4
30, 7, 6, 4, 4
35, 7, 6, 4, 4
40, 6, 5, 3, 4
45, 6, 5, 3, 4
50, 5, 5, 3, 3
55, 5, 4, 3, 3
60, 4, 4, 2, 3
65, 4, 4, 2, 3
70, 3, 3, 2, 3
75, 3, 3, 2, 2
80, 2, 3, 1, 2
85, 2, 2, 1, 2
90, 1, 2, 1, 2
95, 1, 2, 1, 2
General conclusions:
(1) Without any medic, it is better to move the unit into the resisting city unless the unit is only 1 turn away from being fully healed. This brings the unit closer to the enemy empire for the next attack. It also allows the unit to fortify and protect the newly captured city while healing.
(2) With a medic, howerver, healing in the neutral territory with a medic beats or is at least on par with the other 3 healing scenarios.