Healing units in revolt cities

gc4895

Chieftain
Joined
Feb 6, 2006
Messages
4
I'm trying to understand what is the best way to heal damaged units. When I attack another civ I keep their cities. I then run my hurt units into the cities to repair. I do this because it was my understanding that units heal faster in cities. Does this work for cities in revolt, which captured cities always are for a while?

Is it better to destroy other civ cities and follow up with settlers? I'm currently following habits learned in Civ 3 and with cities going into multiple turns of revolt I don't know if its best to capture or blast and start over. Thanks!:)
 
i'm not sure about healing faster in cities, but i always park my damaged units in the captured city with a unit that has medic promotion.

i never destroy captured cities, though i lost one once to a culture flip soon after taking it :mad:
 
I'm pretty sure that the faster healing works in captured cities. I do the same thing, but a few times I have checked the difference in healing times by hovering over the fortify until healed button when the units are in the now neutral territory and again when I move them into the city and the turns to heal do go down. Both times I have the medic in the stack as I move the stack as a group.
 
Units heal faster when they are in your territory as opposed to nuetral or enemy territory. Even though the city is in revolt, it is still covered by your culture, and thus a part of your territory.

I do not think you get any bonuses for healing just for being in a city, however, there are certain buildings (i.e. Hospital) that will increase the healing rate of units stacked there.

Even though you may not get a healing rate bonus simply for being in a city, there are other advantages for doing so. Most units receive a bonus to their defense for being in a city, so they will fare better if they are attacked while healing than they would on most other tiles (hills and forests may be an excpetion depending on the defenses you have in the city). Also, with more units (even if they are damaged) in a newly conquered city, you have a better chance of holding the city, and less of a chance for the city to revolt again immediately after the initial revolt is over.
 
Unit healing is very thoroughly explained in this thread: http://forums.civfanatics.com/showthread.php?t=157954

Basically, the healing rate is worst in enemy territory, good in allied/neutral territory that's not a city, better in home/allied territory that's not a city OR a city in resistance, and best in a home/allied/friendly city that is NOT in resistance.

The formula is complicated and includes other factors, and the game usually rounds fractions down, so moving a unit into a city in resistance may or may not make a difference to the turns it will take to heal.

Nevertheless, I sometimes have hurt units keep on fighting. So I'll usually take advantage of healing location if it heals that unit faster; this often allows me to make the unit move and fight sooner even if it's not at full strength.
 
I like to get my medics up to the 'heals adjacent units' level. Then one the turn after I took a city anyone that can heal in 1 turn where they are sits and heals, the medic and any units that will take more than one turn move into the city, and on the next turn the good condition units start advancing again while the others recoup and make sure the city stays mine. If you have roads it's easy to move a unit from out of the city into it to see the difference, it is faster since even a revolt city counts as your territory.
 
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