Quick Questions: Medic 1

hairylegs

Chieftain
Joined
Oct 29, 2005
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7
Consider a situation where you have a stack of 5 units with 2 of them having the medic 1 upgrade. Do these bonuses stack to 20%?

Also, if a spearsman has medic 1 upgrade and in the same stack is an injured catapult... does this allow the catapult to heal faster? It just seems inorganic to me...
 
I'm fairly sure they don't stack. Otherwise you could make a nice sized stack and heal to full every turn. And yes medic does help catapults as well. Consider the "healing" time to be the crew manning it doing repairs on it.
 
I always make one Scout/Explorer/Warrior and give it Medic 1 and if I have Theocracy or Vassalage on, I'd give it Medic 2 also. Then I plot them in my stacks.

Why Scouts or Warriors? Because they're so weak that they'd never be used to defend by the AI when your stack is attacked. Plus they're cheap, using only 15 hammers.
 
yea nice idea, i didnt think of that. might be a reason to actually produce the useless explorer :D

it would be awesome if medic does stack and 10 medics would recover everyone to full health :eek:

on a sidenote, how does healing work? if a unit has 10max hp, does the 10% from medic give it 1hp more per turn?
 
All units have a max HP of 100.

There's a base healing rate depending on the square you're on.

Enemy territory: 5hp per turn
Neutral territory: 10hp per turn
Friendly territory: 15hp per turn (could be 20)
Friendly City: 20hp per turn (could be 25 or 30)

The medic promotions add to that. 10% basically means 10hp, so figure from there.
 
at 100HP this just mean they're back at 100% strength right?

So lets say a unit is hurt for 50HP, and it was a modern armor or something... It'll show 20 / 40 str right?

So how exactly does str play in a battle? Cause as it stands, the dmg inflicted is directly related to the str and your survival is also linked to str also...

All in all, just have a medic in the crowd LOL...
 
arkalius, ok lets say standing on a friendly city gives back 20%hp per turn. does medic add 10% to the recovery rate? which means it now gives back 22% and not 30%?
 
It gives back 30%. Medic is quite a valuable promotion. You should have a few with any invading army. Instead of healing at 5% rate in enemy territory you're now healing at 15%. So a half damaged unit will take 4 turns to heal in enemy territory instead of 10.
 
KAuss said:
at 100HP this just mean they're back at 100% strength right?

So lets say a unit is hurt for 50HP, and it was a modern armor or something... It'll show 20 / 40 str right?

So how exactly does str play in a battle?

Strength determines how much damage your unit does during a combat round. All units, regardless of starting Strength, have 100 HP at the beginning of every battle.

As you might guess tho, the lower your strength, the less damage you do each combat round, and the higher the probability becomes that your unit will be killed before doing enough damage to its opponent.

Read the Combat Explained article in the Single Player Strategy section - explains it all very well.
 
Vizzini said:
Strength determines how much damage your unit does during a combat round. All units, regardless of starting Strength, have 100 HP at the beginning of every battle.

That's not true at all. Units have the hp they have. The unit's base strength is equal to str * hp / 100, where str is the units normal base strength (ie 3 for archers and 40 for modern armor). The game rounds this base strength to the nearest 10th. Then whatever modifiers the unit has are applied to this base strength.

Normally two units of the same strength (lets say 4 in this example) would have a 50/50 chance of beating each other. However, lets say a str 4 unit goes up against a str 8 unit that has only 50 hp, so it's down to str 4. The odds are not 50/50 anymore. In fact, the full health str 4 unit has about a 77% chance of winning in this situation because even though the str 4/8 guy has the same strength as him, he has only half his health and doesn't need to be hit as often to be defeated.

Always remember that a wounded unit is more vulnerable than it's reduced strength would suggest, simply because it's hp is lower as well. Another example... a knight of strength 10 going up against a modern armor that has only 34 hp left (which leaves it's strength at 13.6) will win 80% of the time even though the tank has 3.6 more strength than the knight. The reason is that the knight only has to hit the tank 2 times to kill it (17 damage per hit, only 34 hp left, 2 hits will do it, with a 43% chance to hit each time), but the tank has to hit the knight 5 times (23 damage per hit, needs to remove all 100hp).
 
Arkalius said:
That's not true at all.

Don't try and tell me that - tell it to the propeller heads who tore the game apart and documented it all: Combat Explained
 
Shillen said:
Instead of healing at 5% rate in enemy territory you're now healing at 15%.

Ok, so are you saying that it's a flat 10% increase? Your statement appears to be that way. I had always believed it was was an applied 10% increase (i.e. 5 -> 5.5) which really seemed to make it worthless to me.

TIA,
ET
 
When I know I am coming to the end of the calvery era I will use promotions on them for first aid. Whats good about them is they they can easlly keep up with my tank/mech inf. forces and that Med comes in handy when assulting citys. I know a lot of people like to upgrade them to choppers but I always like to keep 3 or 4 around with at least Med I and Med II even better. It just makes life in my modern Army better for the front line troops to have a few cute nurses hanging around :lol:
 
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