Medics
#MedicsProduce Elixir and reduce Epidemic probability by 20%.
Description
❖Trained healers who preserve life and restore the wounded. Medics produce 2 Elixir per tick while consuming 4 Food and 2 Herbs. They reduce Epidemic probability by 20%. Requires Bestiary and FieldMedicine research.
Full Encyclopedia Entry ▼
Medics combine herbal knowledge, medicine, and mystical arts to mend wounds and cure disease. On battlefields and in cities alike, they stand against death itself, saving lives that would otherwise be lost. Their presence sustains armies, protects citizens, and reduces the toll of war. Healers are silent heroes whose compassion strengthens the realm. Each Medic produces 2 Elixir per tick (critical for healing units) and provides a substantial -20% Epidemic probability modifier, making them essential in disease-prone environments.
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Maintenance
Periodic Costs
Consumed repeatedly over time
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + Produces 2 Elixir per tick (healing resource)
- + -20% Epidemic probability per worker (strongest modifier)
- + Elixir heals units and treats diseases
- + Counter Migrants +10% Epidemic risk
- + Counter Summer +25% Epidemic risk
Disadvantages
- - Requires Bestiary building level 1
- - Requires FieldMedicine research
- - Training cost: 20 Gold, 5000ms, 10 Herbs
- - Consumes 1 Free Citizen per training
- - 4 population points (high capacity burden)
- - Dual maintenance: 4 Food AND 2 Herbs per tick
- - Only reduces Epidemic - no other event modifiers
Warnings
- ! Research FieldMedicine before training Medics
- ! Build Bestiary before training Medics
- ! Training requires 10 Herbs - stockpile beforehand
- ! Herb maintenance (2/tick) can deplete reserves quickly
- ! Event modifier: 5 Medics = 0.8^5 = 33% Epidemic risk
Synergies
Countered By
Scaling
Each Medic produces 2 Elixir and consumes 4 Food + 2 Herbs. Multiplies Epidemic probability by 0.8. Modifier stacks multiplicatively across all Medics.