Uses for 'worthless' wonders?

I found useless:
6) Versailles
National Wonders:
2) Forbidden Palace ... not useless but weak

since I tend too have (too) large empires I kind of like those two (Versailles is one I don`t always go for but try to capture if possible, though).
I usually try to avoid State Property, and if you place Versailles and Forbidden Palace well in a large empire they can make quite a difference.
 
@cabert

You are familiar with March. As I remember it can be also acquired when having Combat2. What's happening when unit has C2 and no Medic1 (and has March)?

Can unit heal and attack at the same turn?

I'm not Catbert, but I know (from direct observation) that the answer is yes.

If there is no Medic 1 unit in the stack, the March unit will not get the +10HP healing boost from Medic 1 (since they don't have it, obviously), but they will get the Medic 1 healing boost if ANY unit in the stack has Medic 1 even if the Medic 1 unit moves and does not have March.

I'll say that again for clarity. You don't have to give March to your Medic unit for other units to get the healing boost. As long as the units that want to heal have March themselves, they will heal and they will get appropriate Medic boosts (even though the Medic units themselves won't be healing since you didn't give them March).


Now that I understand how healing works, I'm a big fan of March units that have a Medic III Horse Archer, Cavalry or Helicopter hanging around with them. The March units take all the punishment during attacks and the horse-unit lets them heal incredibly quickly.
 
since it's free, it's not a waste!
It takes nothing away from you.
Medic I + march unit is always healing with the medic bonus too.
A marching army is getting you the win (conquest) a lot faster : no need to stop, keep going!
That's worth something IMHO, so having it for free is certainly no waste.

That's one of the reasons why I'm a fan of Red Cross. Stick one Great General Medic III unit in the stack and now you have a rampaging army that uses onle one promotion per unit to heal 35/100 hit points every turn even while they're marching on to take the next city in your target's empire.

If you only use 1 promotion to get March, that means you can get Combat I plus Pinch (or City Attack II for Artillery) for only 10 points. A stack of Infantry, Artillery or Mech Infantry that have March makes a fantastic invading army even if you do still want Tanks to do a substantial amount of the City-busting.

Stick a Medic II unit in whatever city houses the Bombers you're throwing at your opponent and you have yourself an empire busting machine.
 
I am rather heading for Refrigation than Medicine. Hospitals are very expensive, also is The Red Cross. I do not also need Enviromentalism, I found State Property more useful. That's not that Enviromentalism is a weak civic. Just State property is overpowered (in my opinion).
 
@cabert

You are familiar with March. As I remember it can be also acquired when having Combat2. What's happening when unit has C2 and no Medic1 (and has March)?
it's combat 3, meaning that for a non agressive leader, march is a level 5 promotion :eek: .
+ for siege, you don't want to use the combat line.

Can unit heal and attack at the same turn?
yep!

sidenote :
that's what a medic 2 (or medic 3 :goodjob: ) unit is good for :
your marching units attack, some cannot move after the attack so they are stuck on this tile. The final attacker takes a city, some units move. Depending on the situation, your medic 2 will enter the city or not (if you're likely to lose the city back, you will raze it and not move the stack). All your marching units (the ones that attacked and are on the medic's tile and the ones that moved one tile away) heal fast (faster with medic 3).
 
If there is no Medic 1 unit in the stack, the March unit will not get the +10HP healing boost from Medic 1 (since they don't have it, obviously), but they will get the Medic 1 healing boost if ANY unit in the stack has Medic 1 even if the Medic 1 unit moves and does not have March.

That's good to know, as I never was sure if the March bonus was for passive *being* healed or active *healing*. Looks like the answer is passive.

Now that I understand how healing works, I'm a big fan of March units that have a Medic III Horse Archer, Cavalry or Helicopter hanging around with them. The March units take all the punishment during attacks and the horse-unit lets them heal incredibly quickly.

And the medic unit provides cover for catapult-type attacks (HAs, Cavs) or Armor (Gunship). I dig it.

It's that much more argument to rely heavily on Mech Infantries in the late game, as they start with March.
 
I am rather heading for Refrigation than Medicine. Hospitals are very expensive, also is The Red Cross. I do not also need Enviromentalism, I found State Property more useful. That's not that Enviromentalism is a weak civic. Just State property is overpowered (in my opinion).

I agree on State Property, as the food boost from watermills and workshops can really help power up cities with towns and mines in the late-game, on top of the no-distance feature. I don't spend turns researching Communism, though, as often I can trade it from a weaker AI for something like Military Tradition, and a little bit of gold. I'm usually not the one to build Kremlin, but just the SP civic alone makes the tech worth getting along the way toward the modern era beelines.

Hospitals sometimes are very helpful when my beeline is toward Fusion (to get the Great Engineer and finish up Space Elevator) and I haven't been able to pick up Refrigeration, Genetics, or Ecology yet (the techs which essentially make the unhealthy factor a non-factor in the late game). Hospitals sort of keep the high-production cities healthy and chugging along, and Red Cross is sort of an afterthought, to the way I play. "Oh, cool, I can build RC now." Not a major goal, but a nice-to-have.
 
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