Medics
Population type

Medics

#Medics
🔒 Locked
Value: 4 pts

Produce 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)

Researches:
📖 FieldMedicine
Buildings:
🏠 Bestiary 1 lvl
💰

Costs

Consumed when created

Time 5000
5s
💰 Gold 20
Resources
💎 Herbs 10
Population
Citizen
👤 Free 1

Maintenance

💰

Periodic Costs

Consumed repeatedly over time

Resources
💎 Food 4
💎 Herbs 2

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

Resources
💎 Elixir 2 /tick

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Event Probability

Modifies chance of city events occurring

Epidemic -20%
Famine ±0%
Mutiny ±0%
Protests ±0%
Corruption ±0%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Elixir production and Epidemic prevention
Relevance Mid Game
Type Quantifiable

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

Bestiary: Required buildingFieldMedicine research: Required unlockHerbalism research: Improves herb production for maintenanceMigrants: Counter their Epidemic risk increaseDwarves: Counter their +15% Epidemic probability
🚫

Countered By

Herb shortage: Medics require constant Herb supplyNoDeaths race: Already have -90% Epidemic (redundant)Winter season: -15% Epidemic risk (less need for Medics)
📈

Scaling

Each Medic produces 2 Elixir and consumes 4 Food + 2 Herbs. Multiplies Epidemic probability by 0.8. Modifier stacks multiplicatively across all Medics.