What do you do with your great generals?

Woodsman III / Medic II is the best you can do without a GG.

Which, by the way, is the biggest problem IMO with the scout/explorer medics. Without knocking off a few wounded units here and there, you simply don't get enough XP to get all the way to Woodsman III / Medic III.

Wodan

If I'm correct, scouts/explorers can't even attack another unit so you'll have to wait for them to be attacked by inferior units.

But yes, the XP for this is hard to get. Without any bonuses, you'd need a level 8 unit (W III, Medic III, CI).

(might there be a hidden possibility for Monty here? Jaguars get CI and WI straight out of the box! )
 
Coolest game I ever had was I attached every one of them to the military city, I ended up with a stck of 10 paratroopers with 4 combat (strength) promotions, a gunpowder, and a medic promotion.

Bastards were unstoppable for quite a while.
 
I usually attach my first GG to an aggressive unit and give it the leadership promotion. This will bring me another GG in a jiffy. If combined with the Great Wall, even faster (than a jiffy...).
I think that's what Kranden was trying to say, but there you go :)
 
Woodsman III / Medic II is the best you can do without a GG.

Which, by the way, is the biggest problem IMO with the scout/explorer medics. Without knocking off a few wounded units here and there, you simply don't get enough XP to get all the way to Woodsman III / Medic III.

Wodan

I tried to make a woodyIII explorer once .....

I just checked my Civilopedia -

WoodsmanIII is only available to Melee and Gunpowder units.

So I usually stick to an axeman woodsman and a chariot ambulance.
 
I attach the first one to a single unit to unlock West Point, settle the two following in the WP city to get 11 xp units (3 promotions) right out the box and build a Military Academy with the fourth one.

That may vary according how long I'm planning to stay in Theocracy, if it's late enough to get the Pentagon, etc. Sometimes I'll settle only one instructor and build a second academy in a coastal city if needed.

this is basically what I do as well, except I do the super-medic promotion with a spearman. I use the free upgrades to advance him to a pike man, and then eventually a machine gun. I then use this unit as a defensive healing unit and camp him with all the units I attacked a city with. Later, advancing those units into the city I took, to get better defensive bonus along with the damaged units. Then, the medic unit follows the ones that rested until healed out of the city to back up the units that are bombarding the next city. and so on...
 
Make one of these:
 

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Make one of these:

:eek: HOW DO YOU RENAME UNITS?!?! I've wanted to know this for a while, as I always did it on Civ 3. My first infantry division was first infantry division, first armored division, etc... Heh, you have a mech infantry that's good at defending against archers. Nice.

The super medic unit sounds like a good idea to me.

I usually attach them to my cities myself, unless I need the XP to make west point. I don't go over 10(If I have west point and a barracks that's 4 + 3). That's 7, so I base it that I need 3 more for level 3. I don't try to stack enough for level 4 promotions, I find that kinda ridiculous(but maybe it would be fun). After I get one city making level 3 units and making them fast I'll put the other one in another city(3 + 2) that will make level 2 units fairly fast. This way I can have one city that makes level 3 and a 3 other cities making level 2, rather than having one city that makes level 4(4+3+2+2+2+2+2). I guess it would be different if you had a charismatic leader, but the small circle of leaders I play with doesn't include a charismatic one.

If it's a naval-building city then I get drydocks and military academy(I think you can do this) and the +2. I had ships one time coming out at level 3 so I assume this is how I did it. I'd make the destroyers stronger and made some of them medics and the transports I'd upgrade faster to be able to keep up with the destroyers.

I think I'll try the super-medic in my next game... :king:
 
My good units die because the computer is stupid and constantly puts them into defensive combat. :(

I wish I could tell the computer to spread the fighting around the stack to give other units more experience as well. I also wish I could tell my tanks to attack the SAM units in the stack first (or at least give my tanks the ability to, with a certain percentage succeeding in doing so) so then I could bring my bombers and gunships in to support.
 
:eek: HOW DO YOU RENAME UNITS?!?!
Select the unit, over on the bottom left just click on the name.

I think I'll try the super-medic in my next game... :king:
It's pretty strong, especially with the woodsman III thrown in. The bonuses all multiply each other. It's pretty much full healing in just 1 turn, even in enemy territory.

Wodan
 
I typically use GG's to build a military academy or as a city specialist. There are times when I'll attach to a unit, that's usually when I have an well experienced military unit in an aggressive game of domination.


Yeah, I don't know why they aren't more powerful leading troops, when I first started playing I thought.. COOL, look at all the promotions I get. But they always seem to die within a turn or two. Remember how powerful Army's were in Civ III?

About the only time I attach them to a unit is if said unit is already at Medic II, with a GG he can get promoted to a Medic III, which, if I'm not mistaken is the only way you can get a medic III. Moving that unit with a large force and flankers on the left and right can be devistating.
 
Select the unit, over on the bottom left just click on the name.

So simple yet elegant. :wallbash: I've been trying (not to hard) to find this out for a while. I've clicked around everywhere. Finally I can name my infantry The 1st ID, my spies James Bond, and my Great Generals Chuck Norris. :lol:

Chuck Norris secretly sleeps with every woman on the planet once a month. They bleed for a week thereafter. It's a scientific fact. :king:
 
Select the unit, over on the bottom left just click on the name.

Ahh, thank you, I've been wanting to do this too.

Personally, I like making my ubermedics defensive units for stacks like pikemen rather than just a throwaway unit. It's a little risky, but if I keep the rest of my army up the only times they should only get taken down if I lose a tech advantage or if I get attacked by a very heavily promoted unit. Generally though, if I keep them well trained (this is pretty easy if you try to always send them in to finish off the last weakened unit in a defending army) and I keep stacks in forests or hills, they'll be able to kill two birds with one stone by defending and healing my army. I've tried putting it on scouts/explorers, but not being able to attack to promote is a bit of a problem.

After that, as far as GGs go, yeah, I settle em. Generally I put them all in one high production city to make a powerful soldier factory to produce offensive units and have the other cities churn out defenders or throwaway troops. I tend to end up fighting a lot of naval wars, so having a dozen or so very strong troops is easier to transport than a massive force of crappy units.
 
Today was a good day in the Persian Empire.

I have several cities pumping out 3 promo riflemen. (love Chm)

Thanks to Imp, I have GGs coming out very quick. Soon, I'll probably make an uber medic, because I'm running out of things to do with GGs. So experimenting will be the thing tommorow!
 
I use the first GG on a unit so I'll get a unit with enough XP's to enable me to build West Point later on. After that, a Military Academy and military instructors in my chief military city. In combination with the Heroic Epic and West Point, it can have stunning results.

The trick is, of course, to promote a really outdated unit so you get free upgrades for it. I had a mechanized Infangry once which had started life as a Warrior. Though of course mounted units are the best to use a GG on.
 
usually i put the 1st GG in as a super-specialist; i find that after that (during war times ofc) many other GG's are more apt to be born
GGs aren't born like other Great People... Great Generals are a DIRECT result of winning in combat and have NOTHING to do with cumulative turns waiting for a great person to be born (like all other GPs).

In other words, settling a GG has NOTHING to do with getting you more GGs any faster (unless you consider the experience gained from a settled GG in a military producing city giving you more wins quicker).
 
um. That's what he said...."during war times [of course]".
 
A settled GG would mean some number of your units have more XP, thus might increase the general survivability of those units, and that (if a true correspondence) would increase the XP you get.

Wodan
 
Ahh, thank you, I've been wanting to do this too.

Aha! You can do this with cities, too. When you're in the city screen the name is at the top, you can just left click the name and rename cities to anything you want. So you can rename captured cities to "Rome's . .. .. .. .. ." or whatever.
 
Keep them around unattached and kill one off any time a unit loses a 95+% battle. While it doesn't do too much for the standards in my army, it makes me feel better... and that's what a game is all about.
 
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