How much a unit heals per turn

Base heal rate is 10 HP per turn
20 HP in friendly territory
25 HP if inside one of your cities
+5 HP if a unit with Medic is in an adjacent tile
+5 HP if a unit with Medic II is in an adjacent tile (stacks on top of Medic -- total +10 HP)

Probably left something out, but those are the basics
 
+30 HP if next to or in a friendly city with Faith Healers. Adds to the 20 or 25 in your territory and the medic promotions help too.

Any unit, no matter how beat up, heals in two turns and is probably fit to fight in one.
 
So an immortal in a friendly city with faith healers pantheon next to another immortal with medic II can therefore heal completely in a turn?

(25 for friendly city + 10 for medic II + 30 for faith healers = 65 x 2 for immortal = 130 HP per turn)
 
So an immortal in a friendly city with faith healers pantheon next to another immortal with medic II can therefore heal completely in a turn?

(25 for friendly city + 10 for medic II + 30 for faith healers = 65 x 2 for immortal = 130 HP per turn)

Yes, as will any unit that's visited the Fountain of Youth. If the unit in question has March, it doesn't even need to slow down.

I'm playing a game as Germany at the moment, with a religion that has Faith Healers as its Pantheon. Capturing cities and converting them gives your armies an incredible amount of momentum. Similarly, units defending are quite hard to break. I've been using Medic promotions heavily as well as cover: the individual combat strength of a unit is kind of irrelevant if it doesn't actually die. If I had any surviving neighbors, I'd be fighting my way up to March with them for invincible forces.
 
The Immortal's double healing only applies to the base healing rate, not all of the other healing adders. More precisely, the Immortal's "heals at double rate" promotion applies only to the regular +10 HP/turn healing rate that all units enjoy. It does not double the additional +10 HP from healing in friendly territory or the additional +5 HP from healing inside a city. It also does not double the +30 HP benefit from Faith Healers or Medic or Medic II benefits. So, an Immortal healing inside a city will heal at +10 HP vs. the rate of other units. The real benefit of the Immortal healing promotion is in unfriendly territory, with March and an adjacent Medic or Medic II unit.

See this post for a Faith healers test with Immortals: http://forums.civfanatics.com/showthread.php?p=12324096#post12324096
 
hmm, so if we find the foutnain of youth, then heal the unit in a friendly city, does it heal 50HP per turn? sounds pretty beastly :D
 
Like the Persian Immortals, FoY just doubles the base healing rate, so a FoY promoted unit will heal 35% in a city = 10% base + 10$ FOY + 10% friendly terrioty + 5% city
 
Smaller points, but there are the survivalism promos for scouts (think it's +5 HP healed per turn for I and II), and there's also the Kris Swordsman promo which gives +30% defense and +20 HP healed per turn.
 
Here's a new one. I just noticed that Greek units heal 20 points inside city state territory--not just allied city states. Had never noticed that before.

Are you sure that doesn't apply to all City States that are friends or allies? It should be 20 HP in "friendly territory." I don't think a neutral or angry City State would qualify as "friendly territory."
 
It's not explicit in the Greek UA, but they are able to treat every CS as "friendly" territory for purposes of healing and they do not incur any trespass penalty when they stay in CS territory.
 
Other interesting questions concerning healing:

- If you get a kris swordsmen with invulnerability + faith healers, does the kris swordsmen gain 70-80HP per turn?
- Add Khans into the mix (assuming patronage finisher or a militaristic CS giving you a kris swordsmen), does that enable kris swordsmen to heal nearly 100HP each turn for invulnerable kris swordsmen?
- How do the healing stacks work if the answers to my first and second question are no?
 
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