I use the first one in much the same way as AStupidNick does: for a super-medic, usually a Chariot that has earned at least 6 XPs and has Combat I/Medic I. I give it Medic II and III and Morale for an extra movement point.
Rationale:
- This unit won't be fighting except in extremely unusual circumstances. A Chariot is therefore preferred because it is relatively weak and not a defensive counter to any other unit. If I don't have horses, I'll use a Scout.
- Rapid healing keeps your stack on the move, allowing you to finish wars faster so you can recover economically and end the war weariness sooner.
- Sometimes I'll leave the unit in a captured city to heal some badly-damaged units while the bulk of the stack moves on. Once the left-behind units are healed, the extra move from Morale enables the super-medic to catch up.
- Obviously, this unit enables both the Heroic Epic and West Point.
The next two Great Generals become military instructors in my Heroic Epic city. This gives me the benefits of West Point many, many turns ahead of when it's available. It also means I can build West Point in a different production city, so that my best military city can keep producing units rather than building a super-barracks for several turns.
The following GGs are used in different ways. Since you can gather I have two military cities (one for HE, one for WP), I like to use one GG to build a Military Academy in the WP city.
However, if I'm warring a lot, especially with an Imperialistic leader (gotta love Rome's Praets
), I'll get several GGs long before Military Science makes Military Academies a possibility. So I'll often attach an interim GG to my best city raider, give him Leadership, and watch him rack up promotions through the centuries. Attaching GGs to units in this way may not be the most optimal use of a GG, but it's definitely the most fun.
Once I have Military Science, I often find that captured cities contain Military Instructors, so I'll use GGs for Military Academies in those cities.