Quick Questions / Quick Answers

Since last patch and the extreme healing given to cities (that has now been toned down a bit with the latest patch or so I am told) I was wondering if the same healing mechanic could be applied to units. Currently healing is homeland/city/enemy land and that is more or less it as far as I can recall. If one could apply the same mechanic as with the cities they would heal less if close to enemies and more if they are "free" or safe or how you want to look at it. Such as if you are in your homeland and there is no enemy you'll heal very fast (makes sense, you have access to all the comfort and care and logistics shouldn't be much of an issue) and you would heal less if at the frontline in enemy lands. Which may or may not make certain medic promotions etc more important.

You already do this but on a smaller scale, as in you heal more if in the homeland, in a city of yours compared to if you are in enemy lands. But then there could be a difference being in enemy lands and being at the front or being surrounded by enemies compared to few or no enemies.

It would replace the current more or less fixed healing depending on location.
There are also buildings that increase city healing rate in the later eras.
 
Do the penalties for city count (research, culture, needs, etc.) scale along map size?

Another question: What are the rules for gifting cities? Can I capture/puppet enough cities to force a capitulation, and then return them once I've vassalized their owner?
 
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Are trade route yields updating every turn or just on creation and never change for the duration of the route?
 
i created some bombers but cant attack naval units with them? the enemies are within 6 tiles. Can rebase them but cant attack anything
 
Are trade route yields updating every turn or just on creation and never change for the duration of the route?
I tested it not long ago because I was curious, and it did indeed update during an already existing route. I don't think it was changed (on purpose or unintentionally), but maybe worth checking again, but that's how I remember.
 
they don't, but if you had one with medic II and another with medic I they would stack, only not same promotions.
Ooh I need to test that and could have a battery of medics like 2 1 2 1 2 behind the line to help the full frontline, or have frontline medics to help ranged units behind, I def need to think about this.
 
Ooh I need to test that and could have a battery of medics like 2 1 2 1 2 behind the line to help the full frontline, or have frontline medics to help ranged units behind, I def need to think about this.
you can only get medic II after getting medic I on a unit
 
you can only get medic II after getting medic I on a unit
Ahh Im stupid, medic I next a meric II wont help because the medic II already have the medic I promo, so 10/turn is the max.
(With a potential +5 from fountain of youth and +5 in own from territory from god of protection.)
 
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