|Medicine, scientist training|
|Minor||Training||2 points||2 points|
|Effect|| Medicine Technology research man-days +71% (Time reduced to 58%). |
Can use First Aid Set, Hypersteroids, & Ramirezol.
|Major||Training||2 points||2 points|
|Effect|| Medicine Technology research man-days +141% (Total +212%, time reduced to 32%) |
Can use Advanced First Aid Set, Supervitamins, Ultracofeine, Martamphetamine, & Reticulin.
|Internal ID||Game ID: 33, MedicineMinor||Game ID: 117, M_MedicineMinor|
|Game ID: 34, MedicineMajor||Game ID: 118, M_MedicineMajor|
Game Descriptions Edit
- This training enables the use of basic medical equipment in combat and contributes to researching medical technologies.
- This training enables the use of advanced medical equipment in combat and considerably contributes to researching medical technologies as well.
Medicine technologies are useful, but rarely critical or urgent, so the training is not important for research purpose.
But at least two soldier/scientists should train in minor medicine as soon as it is available, to keep the soldiers' health up during and after a fire fight.
Major medicine will allow switching to advanced first aid set, reducing the risk of running out of set and doubling healing speed, important for middle to late game fight where both health and damage is high.
Some players prefer to have a Reticulan soldier heal with healing device, requiring less medkit or even totally eliminate it. Some players prefer to have a dedicated medic who doubles as ammo/mine carrier. Each approach has its pros and cons.
Note that healing points are counted as dmg point and awards science XP. As such, all soldier scientist has the chance to gain great amount of xp in combat