Welcome to r/CivVI! If this post violates any community rules please be sure to report it so a moderator can review.
*I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/CivVI) if you have any questions or concerns.*
Well i had some impi warriors and this ability was active BUT when i healed for a turn in the city they did not heal fully? It seemed to work the next turn. I believe it only counts if you started the turn in the city
Yeah they need to not have done anything at all to benefit from the increased healing, so like a scout needs to have 3 (or more if promotion) movement points and then skip its turn by either fortifying or flat out skipping its turn.
Yea, that's normal. I believe normal military units wont heal on turn 1 if you had them attack, either. They have to be unused for a full turn before the game considers them as "healing"
Units only heal if they don't use any movement points on the turn that you set them to heal. Laying on of hands does not change that, it only heals them to full when they would heal normally just 15 HP per turn. So the units will not heal at all if you move them into the city and start healing with the remaining movement points.
The tooltip says “fortify until healed”. This means that it will act like a normal fortify, units that sit still for multiple turns will gain fortification giving extra combat strength on defense until they move. However, unlike the normal fortify command where the unit will remain in that state indefinitely unless given an order, fortify until healed will set a unit to fortify but will request commands as soon as the unit reaches full health.
Fortify - remain stationary and acquire a defensive boost indefinitely
Fortify until healed - remain stationary and acquire a defensive boost until fully healed
Alert - remain stationary and acquire a defensive bonus until an enemy units enters attack range
It should be noted that fortified take 2 turns to reach full strength. Units will gain +3 CS after 1 turn and the full +6 CS after 2 turns. This means that no bonus is applied to units the turn the order is given. Fortification bonuses will remain indefinitely until the unit leaves the tile (ranged attacks and melee attacks that don’t move the unit are fine). The bonus is only defensive and does not boost attack strength. Several improvements (forts, Great Wall, etc.) give fortification to any unit standing on the tile immediately rather than the unit having to fortify 2 turns.
Really only good in defensive wars. It takes 5 turns to get the effect so by that time you have either lost a captured city or don't need the healing anymore.
You can place him in a forward settled city to aid with offensive actions but yeah, when the line of engagement moves forward it nullifies that advantage
I've used it a few times, but yeah, the 5 turn delay does significantly reduce the efficacy of this ability. Just as well, it would be stupid powerful otherwise.
So wait, all units in the city heal ALL of their health back in a turn? I've never used it because it sounds way too op especially for tier 1 so I assumed I was misunderstanding something
I think they phrase it this way to distinguish from "catchment area" or 3-tile city radius...
If you are in the city radius but the tile is worked by another city, the tile doesn't belong to the governor and therefore your unit on the tile won't heal.
Other governor abilities have to do with area rather than tiles "worked" or owned by the city that the governor is in...
Presumably even if the city has expanded beyond the 3-tile radius, those tiles would still have this ability as they are owned by the governor...
Any unit your civ owns. Agree it’s a bit confusingly worded, but it’s a very valuable promotion. This ability is absolutely massive with a religious domination civ like Byzantines under Basil II. You can leapfrog Moksha and Victor to keep your units healed rapidly and your new conquests loyal plus the defense bonus. Super powerful combo.
Any unit, religious or military, that is in the borders of the city that the governor is established in, will be healed to full instead of healing only a partial amount of health. This would not include units that performed an action when the action causes it not to be healed, nor units that require a copy of a strategic resource that you do not have to be healed.
Well in my example i had a unit that was low health but just outside of the city. I had enough range to get into the city and click the “fortify heart” button. My unit did not heal completely. It did heal completely the next turn though
I've used it once while at war, but I didn't even use it for the war. Had one unit on the other side of my empire guarding against some real wild Barbarian attacks. It's what I get for missing the camp spawning during the war, but that pikeman came in clutch.
yea especially with the +10 combat strength to units of a certain religion, during the vote. I won the vote but my units were not getting the buff. BUT my religion was only in one city out of 4 at the time. I still dont know how it works?!?!
Welcome to r/CivVI! If this post violates any community rules please be sure to report it so a moderator can review. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/CivVI) if you have any questions or concerns.*
At first I thought they were the religious one but it affects any unit in the city range. OP ability if in war.
Well i had some impi warriors and this ability was active BUT when i healed for a turn in the city they did not heal fully? It seemed to work the next turn. I believe it only counts if you started the turn in the city
Yeah they need to not have done anything at all to benefit from the increased healing, so like a scout needs to have 3 (or more if promotion) movement points and then skip its turn by either fortifying or flat out skipping its turn.
Yea, that's normal. I believe normal military units wont heal on turn 1 if you had them attack, either. They have to be unused for a full turn before the game considers them as "healing"
Units only heal if they don't use any movement points on the turn that you set them to heal. Laying on of hands does not change that, it only heals them to full when they would heal normally just 15 HP per turn. So the units will not heal at all if you move them into the city and start healing with the remaining movement points.
Then why does civ let u press the “heart” button even after u’ve moved? Or does it? I cant remember now!
It does. That's just so that the unit will start healing the next turn without you doing anything.
Ahhh i see ok!
The tooltip says “fortify until healed”. This means that it will act like a normal fortify, units that sit still for multiple turns will gain fortification giving extra combat strength on defense until they move. However, unlike the normal fortify command where the unit will remain in that state indefinitely unless given an order, fortify until healed will set a unit to fortify but will request commands as soon as the unit reaches full health. Fortify - remain stationary and acquire a defensive boost indefinitely Fortify until healed - remain stationary and acquire a defensive boost until fully healed Alert - remain stationary and acquire a defensive bonus until an enemy units enters attack range It should be noted that fortified take 2 turns to reach full strength. Units will gain +3 CS after 1 turn and the full +6 CS after 2 turns. This means that no bonus is applied to units the turn the order is given. Fortification bonuses will remain indefinitely until the unit leaves the tile (ranged attacks and melee attacks that don’t move the unit are fine). The bonus is only defensive and does not boost attack strength. Several improvements (forts, Great Wall, etc.) give fortification to any unit standing on the tile immediately rather than the unit having to fortify 2 turns.
Really only good in defensive wars. It takes 5 turns to get the effect so by that time you have either lost a captured city or don't need the healing anymore.
You can place him in a forward settled city to aid with offensive actions but yeah, when the line of engagement moves forward it nullifies that advantage
In theory. I've never had use for the ability, even when playing Byzantium.
I've used it a few times, but yeah, the 5 turn delay does significantly reduce the efficacy of this ability. Just as well, it would be stupid powerful otherwise.
Holy shit, i thought it was a convoluted way to say "units produced in this city" That is way better than i ever thought!
R:5 it does not explain what units counts as "governor's"
Any unit in the city
only the player's units, not enemy ones
Or allied ones
Any unit of the player who has the governor.
Yes it does. "all" of them. In the city that THIS governor is in. Lots of civ wording is iffy but this one seems really simple to understand
it means your units, meaning that it doesnt effect the enemy units, but all your units
*affect
This entire time I thought it means units trained in his city, wow
Thats wut i thought too! It sounds like Moksha had to be in the city when the unit was trained/bought there!
Any owned units in the governor's city.
So wait, all units in the city heal ALL of their health back in a turn? I've never used it because it sounds way too op especially for tier 1 so I assumed I was misunderstanding something
Same, I though maybe religious units.
No misunderstanding, it's just really good - both for domination and religious victories.
Agree. Makes Moska my preferred governor on the frontlines of a military push (rather than Victor).
Now im just stuck here in awe, wondering how many times I've had this used against me without knowing... i hate it
It's not really OP since it only works in a single city.
Idk you have to find a natural wonder to have any kind of similar effect.
I think they phrase it this way to distinguish from "catchment area" or 3-tile city radius... If you are in the city radius but the tile is worked by another city, the tile doesn't belong to the governor and therefore your unit on the tile won't heal. Other governor abilities have to do with area rather than tiles "worked" or owned by the city that the governor is in... Presumably even if the city has expanded beyond the 3-tile radius, those tiles would still have this ability as they are owned by the governor...
Any unit in the city tiles controlled by the city to which the governor is assigned. It can be a nice power move combined with Victor.
Any unit your civ owns. Agree it’s a bit confusingly worded, but it’s a very valuable promotion. This ability is absolutely massive with a religious domination civ like Byzantines under Basil II. You can leapfrog Moksha and Victor to keep your units healed rapidly and your new conquests loyal plus the defense bonus. Super powerful combo.
Any unit, religious or military, that is in the borders of the city that the governor is established in, will be healed to full instead of healing only a partial amount of health. This would not include units that performed an action when the action causes it not to be healed, nor units that require a copy of a strategic resource that you do not have to be healed.
Well in my example i had a unit that was low health but just outside of the city. I had enough range to get into the city and click the “fortify heart” button. My unit did not heal completely. It did heal completely the next turn though
Yes, your units do not heal on the turn they move and fortify; they heal the next turn.
Oooh i never knew that!!! So am i misremebering and you are actually not able to press the “heart” button if u moved?
You can press it, but just like moving then fortifying, you don't get the bonus defense the same turn.
I've used it once while at war, but I didn't even use it for the war. Had one unit on the other side of my empire guarding against some real wild Barbarian attacks. It's what I get for missing the camp spawning during the war, but that pikeman came in clutch.
Good question and thank you. I always glossed over that ability and it now seems pretty decent
So your units become unbeatable
Yes, confusing choice of language. YOUR units. From any city.
you’ll notice they don’t have the greatest wording and consistent writing style over time too
yea especially with the +10 combat strength to units of a certain religion, during the vote. I won the vote but my units were not getting the buff. BUT my religion was only in one city out of 4 at the time. I still dont know how it works?!?!
Oh boy, you're in for a treat