Unit Healing

The new Woodsman III promotion gives all units in the same tile 15% extra healing per turn.
 
According to a simple test, the healing offered by a woodsman III unit and the healing offered by a medic I add together even if the promotions are on separate units. This makes a healing rate of 25% very attainable.
 
Thanks Roland..

I've also noticed that forts heal units like cities now ie. at 20HP per turn.

If you're interested, try this out..

Heal a unit with
-a woodsman III medic, a medic I and II unit,
- on a fort,
- in ally territory,
- with combat IV,
I suspect this is the new fastest rate of healing a unit.

Remember ally means team-mate or permanent ally.
 
Oh, yes. I had read about the fort healing rate, but had forgotten to report that one.

About your test scenario: why not pick a medic III unit and why several medics on the same tile?

The interesting part about the woodsmen III promotion is that it doesn't have to be on the same unit as the medic promotion. The medic promotion normally requires 2 promotions and the woodsmen III promotion takes 3 promotions. Both levels of units are quite attainable and thus a 25% (or 25hp) extra healing for your attack stack (for a total of 30hps/turn in enemy territory) is quite easy to get. That's quite a change from warlords or vanilla civ4.

If you can get a Red Cross city with enough experience bonuses to units to get 10 xp (or 8 xp for charismatic leaders), then you can let the city build medic I, woodsmen III units directly.

It is important to note that some (of my) favourite healing units like the explorer and the chariot/gunship can't get the woodsmen III promotion.

Is it easy to setup a scenario in the world builder with units at say 10 hps or give them some promotions?
I just put some strong units in the world builder and let myself be attacked by some placed barbarian warriors. That got me the wounded units and the right promotions for the test in the previous post. But maybe there is an easier way. Maybe you could use barbarian catapults and such because they can't kill your units anymore, so they'll just severely hurt them. I should have thought about that earlier.
 
I probably made a mistake in my test where I combined a separate medic I and woodsman III unit as it seems from other tests done by carl corey that the healing bonuses don't stack unless the promotions are on the same unit. His tests are well documented, so I guess he's right and I made a mistake.

Still interesting to try to create Woodsman III units in your Red Cross city.
 
I see you beat me to the link. :D Anyway, PieceOfMind, if you want to take or reformulate anything from there to put in the War Academy article, feel free to do so.

Thanks Carl...

For the moment I'll add a link to your thread, as I don't have enough time to write it myself, though I will sometime soon...:crazyeye:

I was a little concerned you were doing tests healing units which had great generals attached (however you need it for the medicIII of course).

From your conclusions it looks like they've made it fairly complicated. I'm gonna do another quick test now and come back with the results shortly.
 
Yeah well I did most of my tests just using worldbuilder and lots of knights (strength 10 makes reading HP easy). Very easy to just add the promotions then.

Earlier I tried the combo I spoke of above, which was theoretically going to give 70HP/turn. It gave 60 instead, which is still pretty impressive I spose.

Put a medicIII,woodsmanIII unit on a forest fort in friendly territory. Then heal a combat 4 unit on the tile.

I thought it would be 25 (medic) + 15 (woodsman) + 10 (combat 4) + 20 (for a fort) = 70. I suspect I was wrong that friendly forts give the +20 HP/turn, unlike owned forts. Instead they are like regular friendly territory, giving 10HP per turn.

I still need to check a bit more carefully how forts in your own territory work. I was pretty sure they give 20HP per turn just like cities.

In any case, 40HP healing in enemy forests is awesome. In fact, you're getting 45HP/turn instead because you need to add the base rate of 5HP/turn in enemy territory.

I think the fastest healing combination is still:
Ally city / Hospital / MedicIII / Combat4 (for healing unit) = 65HP/turn.
 
Oh, yes. I had read about the fort healing rate, but had forgotten to report that one.

Fort healing rate?

It would have been nice to actually get a list of the rule changes with BtS. Maybe they could have included it in a little paper rulebook, perhaps? :rolleyes:
I liked the Warlords one, at least.


Will the Fort increase in the healing rate beat an allied city with a Hospital?

Also, will the Fort increase healing if you happen to occupy one inside of enemy cultural borders? I'd test this, but this computer doesn't have Civ IV on it at the moment. :(
 
Fort healing rate?

It would have been nice to actually get a list of the rule changes with BtS. Maybe they could have included it in a little paper rulebook, perhaps? :rolleyes:
I liked the Warlords one, at least.


Will the Fort increase in the healing rate beat an allied city with a Hospital?

Also, will the Fort increase healing if you happen to occupy one inside of enemy cultural borders? I'd test this, but this computer doesn't have Civ IV on it at the moment. :(

Forts work like cities, so you get the healing rate as inside a city (20 hps/turn) plus any bonuses granted by unit promotions. I believe that forts inside enemy territory don't do anything for you. At least, that is what I've read. I haven't tested it myself.
 
Forts work like cities, so you get the healing rate as inside a city (20 hps/turn) plus any bonuses granted by unit promotions. I believe that forts inside enemy territory don't do anything for you. At least, that is what I've read. I haven't tested it myself.

I think forts inside friendly territory also don't do anything special. You just treat them as friendly territory. But again... I haven't really tested these things thoroughly yet either.:( I have little time at the moment but if anyone is eager to find out I can use their findings and give them due credit.
 
Hey, add "blockading" to the list of activities a unit can perform and still be eligible for healing.
 
Nice Info, much appreciated. Makes me reconsider the March Promo :king:
 
Hey, add "blockading" to the list of activities a unit can perform and still be eligible for healing.

I don't understand this. I know I tested before I made this claim a year ago, but in my current game I just directly observed that blockading disqualified my ships from healing.
 
I don't understand this. I know I tested before I made this claim a year ago, but in my current game I just directly observed that blockading disqualified my ships from healing.

Maybe they changed it so that activating the blockade option costs a movement point now (and without full movement points, you can't heal). Is the second turn of blockading on the same tile also costing movement points and will you also not heal during the second turn of blockading the same tile?
 
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