Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Enregór Feb 20, 2019 @ 10:49am
Medics bugged or misinterpreted?
I don’t see medics working correctly, can somebody explain if I’m misinterpreting them?

Firstly: the medic
The in-game description just says “this unit can heal adjacent units.” Okay, that’s very specific.
I upgraded the battering ram to a medic and began invading an enemy city. It was at the center of my army on top of a damaged unit, and adjacent to another damaged unit. I was expecting these to both heal because that’s how great generals worked in Civ V. But neither of them healed. I tried fortifying both units but they didn’t heal more than normal. Also tried “linking” the medic to a unit but that didn’t work either. F*cking medics, how do they work?
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Showing 1-8 of 8 comments
Prometheus Feb 20, 2019 @ 10:57am 
It increases healing of stationary units that are adjacent by +20hp per turn. So stacking with it is counterproductive. Trying to move units around to make it work is counterproductive. Where you would be able to see the effect is healing in enemy territory, where you would get x5 of normal.
Enregór Feb 20, 2019 @ 11:03am 
Originally posted by Prometheus:
It increases healing of stationary units that are adjacent by +20hp per turn. So stacking with it is counterproductive. Trying to move units around to make it work is counterproductive. Where you would be able to see the effect is healing in enemy territory, where you would get x5 of normal.

So when you say “stationary units” does that mean the unit needs to have movement points or be fortified? Or can I attack with an adjacent unit, expending it’s movement points, and still have it heal if it’s adjacent to a medic?

Also, are you saying the unit stacked on the medic will NOT heal?
Exemplar Feb 20, 2019 @ 11:05am 
Yeh, a unit has to stand still and not shoot for a turn to heal at all, and medic improves that healing rate if stacked or adjacent. But also, a unit which requires strategic resource won't heal at all if you do not have 1 of that resource, so a horseman standing still next to a medic, if you have 0 horse, won't heal, or a knight, if you have 0 iron, won't heal, even with the medic.
Prometheus Feb 20, 2019 @ 11:06am 
Fortified should be good enough. So stationary unit in hex 1. Stationary medic in adjacent hex 2. That should do the trick. Moving the medic or the unit would probably break the mechanic. Stationary meaning starting and ending that turn in the same hex, and not having spent movement points.
Enregór Feb 20, 2019 @ 11:10am 
So all it does is heal units that are standing still and not attacking...AKA the exact same thing as fortification. Seems like a pointless unit then. Why not just fortify? Unless it stacks with fortification
Prometheus Feb 20, 2019 @ 11:12am 
Because you heal +5 per turn in enemy territory. With the medic you heal +20, that is 25hp or x5 the speed.
Exemplar Feb 20, 2019 @ 11:18am 
yes, it heals more. units outside your territory heal very slowly unless you have some other means, like civ unique ability or Abu Al-Qasim Al Zahrawi great scientist (present +20 or triggered +5 across the board) or medic or supply convoy.

I just thought of a great mod unit, a hospital ship that will heal adjacent land units. hmmm

Last edited by Exemplar; Feb 20, 2019 @ 11:25am
The in-game description is misleading. It would be more correct to say that the medic increases the rate of healing of units which heal naturally. So it doesn't cause any healing itself, and it doesn't increase the health gain from leveling a unit or from effects that cause a unit to gain health when they defeat an enemy unit.

When your units that are going to heal do their healing (basically right before the start of your turn) any of them that are in the same hex as a medic or adjacent to a medic will benefit from the increased healing rate. The amount of unused movement the medic has does not factor into whether units get the bonus.
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Showing 1-8 of 8 comments
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Date Posted: Feb 20, 2019 @ 10:49am
Posts: 8