frankcor said:
How'd I know you were going to ask that?

The answer is
here.
BTW, I've been meaning to ask, is your forum name the same airframe as the F4 Phantom?
Yes, specifically the F/A4 Phantom. I think the A might be for the Israeli Air Force configuration or something, or I may have just made it up. I picked the name for my instant messenger account about 7 years ago and it was the style of the times to have your screen name start with the same letter as your name (Aleks). The Phantom is a very cool plane, and the IAF in particular worked military magic with it, although I recently saw on the History Channel that the version we Americans flew over Vietnam DID NOT HAVE GUNS! Apparently jets and missiles had made dogfighting or any close combat (as you probably know missiles had a minimum range) obsolete between Korea and Vietnam, but noone bothered to tell that to the other side.
Thanks for the link.
==Zello Question:
How does the medic promotion work? Specifically, is it dependent on the unit itself being able to heal in that turn, or can your medic attack a city for instance, and still provide healing bonus for those units that don't attack/move/etc. in that turn?
And what about units that do attack in that turn (and therefore wouldn't heal in that turn under normal circumstances)?==
Edit: The straightforward answer to your question is no, the medic does not need to be able to heal that turn (it attacked or moved) for other units that did not attack or move to get its healing bonus.
A medic will heal 10 hitpoints (a healthy unit has 100, a dead unit has 0) to each unit stacked with it that heals naturally that turn, including itself. If these units move, attack or pillage, they forfeit both their natural healing and the medic's bonus to them. Defending, fortifying and unfortifying don't prevent healing, but upgrading does. [edit: see complete list below] If the medic attacks, upgrades or pillages it is not eligible for either natural or its own healing because it has moved, but it will still add its bonus to any units that do heal that turn (the unit has to end the turn, and therefore also begin it since moving prevents healing, on the same square the medic ends his turn on, whether the medic started there or not). As Cabert pointed out, medic bonuses do not stack so no unit can get more tran +10 hitpoints from medics in a turn. There's a very complete article on healing somewhere, I'll try to find it for you.
*********************************************************************
Unit Healing - by PieceOfMind
The purpose of this article is to explain all aspects of unit healing in Civ4.
Questions have popped up quite frequently concerning medic stacking and healing etc. This article will cover that.
Please direct my attention to anything you believe is incorrect or misleading. Please post if there is anything this article needs which I missed (including suggested additions to the Useful Observations section).
The term friendly will be used in this article to describe a civ which you are at peace with. Allied civs include teammates and civs with a permanent alliance.
Definition: In general, a unit is only eligible for healing if it does not move in its turn. Units that fortify/sleep or sit in a transport that's moving are not moving of their own accord and so are eligible for healing. Essentially a unit forfeits its move to be eligible for healing.
A unit that is damaged (has less than 100HP) and eligible for healing will be healed at the beginning of the next turn, after all other AIs/players/barbarians have moved.
Eligibility for Healing
A unit that performs ANY of the following actions will NOT be eligible for healing:
* Attack
* Pillage
* Bombard
* Load or unload (including from ship to ship)
* Airlift
* Bombing/Air Strike (air units)
* Reconnaissance (air units)
* Re-basing (air units)
* Upgrade
* Moving (excepting the indirect movement of cargo in cargo ships)
EXCEPTION: The March promotion
The March promotion makes a unit ALWAYS eligible for healing regardless of any actions made by the unit in its turn. For example, a horse archer with March can move 1 tile, pillage an improvement and then still be eligible for healing.
These actions will not affect a unit's eligibility for healing:
* Fortify
* Sleep
* Sentry
* Defending from an attack
* Sitting in a cargo ship while it moves
* Accepting a promotion
* Intercept Mission (air units)
-------------------------------
In most documentation, a unit will be said to heal a given percent in a turn. eg. the manual will tell you Medic I heals units on the same tile by 10%.
The heal percent is the number of HP that will be healed. eg. A medic will add 10HP to units it heals.
The amount a unit is healed is found by combining (by adding) its situational healing, any medic healing, hospital healing and any healing from Combat promotions.
[and so forth . . .]
http://forums.civfanatics.com/showthread.php?t=157954