The heal unit promotion defeats the improved tactics in Civ V.

If you have realism complaints, think of it as troops sharing their battle experience with new recruits from the surrounding countryside.

If you have difficulty complaints, there are quite a few different difficulty levels to choose from. ;)

Not being able to see experience and promotions of enemy units is a significant problem

I'm pretty sure that the list of promotions appears on the unit's tooltip (in icon form).

The instant heal comes only when a promotion happens therefore I find it fair enough.

We can maybe discuss how often the AI use such a bonus, to be honest, I have never seen the AI using it.

I've seen it happen once or twice. If you have a decent attack force, it isn't really a big deal. Honestly, it's better for attackers than defenders since resupplying from cities is easier when on the defensive.
 
This is more a problem with simultaneous turns... which unfortunately you cannot turn off in MP games. Sucks, cuz this kind of tactical game kinda relies on you taking turns.
My brother and I have an honor agreement to take turns when we go to war. Sadly this won't work in a randomly matched game... only really with brothers.
 
It's a random factor, just like battles themselves. I find it to be a very interesting promotion that has potentially excellent short term value (for when you're very low on health and are faced with an opponent who is not), but requires sacrificing a useful long-term promotion. With individual units being more important than in CivIV, I'm glad they added it in. Nothing irritates me more than seeing what the game says is a "minor victory" become the total destruction of my Scout (who I know I shouldn't pit against brutes, but I like to take chances!).
This is more a problem with simultaneous turns... which unfortunately you cannot turn off in MP games. Sucks, cuz this kind of tactical game kinda relies on you taking turns.
My brother and I have an honor agreement to take turns when we go to war. Sadly this won't work in a randomly matched game... only really with brothers.
And maybe not even then: if he's a true brother he'll take the opportunity to backstab you when you least expect it :lol:
 
Healing promotion is ok for me (not realistic, for sure, but enough fun to add some pepper -and can be manage with logic and tactic-).

Promotion savings is a bug.
And all information about ennemies unit promotion should be available like in Civ IV.
 
It's a random factor, just like battles themselves. I find it to be a very interesting promotion that has potentially excellent short term value (for when you're very low on health and are faced with an opponent who is not), but requires sacrificing a useful long-term promotion. With individual units being more important than in CivIV, I'm glad they added it in. Nothing irritates me more than seeing what the game says is a "minor victory" become the total destruction of my Scout (who I know I shouldn't pit against brutes, but I like to take chances!).

And maybe not even then: if he's a true brother he'll take the opportunity to backstab you when you least expect it :lol:

Lol probably... or he will move a weak unit when he thinks I am not looking :P
Well we can hope things work out. I would like an option to turn off simultaneous turns, as it kinda wrecks the idea of a turn based game... It wasn't so bad in Civ IV with stacks... but since part of the challenge of Civ V is how fast you can set up the strongest front or choke with as few units as possible. The game is not about reflexes and reaction time.
 
An easy solution is to just implement a skip-a-turn function if you choose the HP promotion.
 
You shouldn't be able to use saved promotions to do this, then it just gets ridiculous, but otherwise I like the choice of do I promote or heal to full.
 
Yep, we can do it too. I've used it on occasion to bail out a pinned unit rather than lose it.

I've seen the AI use the full heal a few times and was like DOH, crap, forgot about that ability, there goes my logistics promoted uber siege... /punts cat across the room

It's a strategic option. I prefer to use promotions in other ways and I often see the AI back off and heal by resting, so it apparently likes to do the same.

But there are times when a well timed full heal can be incredibly useful.

I think it's cool that the AI sometimes uses the full heal option and punishes me for assuming I had things under control. Like thinking, so what if that musket with 1 health attacks, he'll just die...DOH

Provided it doesn't happen too often that doesn't sound too bad. The AI liking to pull back and heal makes sense as ... that IMO likely is the best choice in most cases.
 
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