Whiskey_Lord
Deity
- Joined
- Jul 15, 2008
- Messages
- 2,163
It's a good idea to use instructors on coastal cities early, then work inland to the production cities. It's just that naval units don't get many promotions otherwise.
It's a good idea to use instructors on coastal cities early, then work inland to the production cities. It's just that naval units don't get many promotions otherwise.
Red Cross is overrated. Reason being that you only really need ONE unit with medical. So, I'd rather pair Heroic Epic with just about anything else but Red Cross.
Ok, so you need two, then.I disagree. I prefer two medics (good to have a spare just in case)
, and then of course there's the situation with multiple stacks - each one needs medics.
Also, when garrisoning a captured city I always prefer to have medic enabled garrison troops. Helps the healing rate for detached units from city busting stacks, and gets them back into action faster. Also heals the garrison faster in the face of counter-attacks.
My view is that the more medics I have the fewer overall units I should need to build, therefore a lower resource and maintenance cost for the military
Ok, so you need two, then.
They're not cumulative, you understand that? You're choosing to have a non-cumulative bonus versus having to spend fewer resources to build your military, or having fewer bonuses for your military.
I think we're getting off-topic, however, I understand they're not cumulative. I'm writing about, say, a situation in mid/late game where I have two or three City Busting stacks of varying types. In such a situation I can reasonably expect, if I'm winning a war, to be capturing to or three cities every two turns (or more in a very late game war). This means finding garrison troops for my new acquisitions (presuming I don't raze them). In such situations I prefer a medic enabled garrison unit in each new city to a) heal damaged units from my city busting stacks, and b) heal any other garrison troops which may have been damaged in a counter-attack. I think this second part is perhaps the misunderstanding; I don't want ALL my garrison troops medic enabled. That would be unnecessary. However, this still means perhaps a dozen medic enabled units, and Red Cross is a convenient way to achieve this.
But it's all horses for courses because the beauty of Civ is the number of different strategies that can be used...
The "super flanker" is one of my favorite units. Melee units with the additional movement point are fantastic as well.
I always pair the Heroic Epic with West Point, they were made for one another. Throw in a couple of settled GG and it's time to bring the pain.
Red Cross always goes in a coastal city if one is available. Medic carriers (as well as a destroyer or two) are nice as healing at sea can be agonizingly slow. Really no need to put it in a primary producer as a handful of medic units are typically sufficient.
You could, but whats that, 9To rebut on a point made some time ago - the nice thing about a mil academy is that you don't have to spend hammers on it, like you do a factory, and it doesn't create unhealthinesss that you have to overcome, like a factory does. You can just keep building units.
Another thing you can do is settler GG in your science city, for the 3 beaker rep bonus. No, I'm not saying you SHOULD do this, but if it's late and you dont' really need it for anything, beakers are beakers....