How about simply making this Medic unit a weaker version of the Battlefield Medicine? For example:
If a unit is on enemy territory but on the same tile as a Medic unit it has a 25% chance per turn of recovering 1 hit point. These are the ancient doctors so we shouldn't expect them to produce miracles. When you discover Chemistry (currently just a fill-in tech) you gain access to primitive antiseptics and the medic healing chance increases to 50%. By the time you discover Sanitation your medics know their business and can heal units 1 hit point per turn, i.e. chance is now 100%. However, with Sanitation you can also build a hospital which lets you build the Battlefield Medicine and after that you can disband your medic units as redundant.
The medic unit would of course be very weak and slow: 0.0.1
How about enabling the unit to heal another completely in 1 turn, afterwhich it would be lost (like the worker/radar tower bit), and this ability comes only after BM is built.
Eh. It's a thought. I'm not sure it needs to be implemented.
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