UFO: Afterlight wiki
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Al icon training minor medicine.png Al icon training major medicine.png Medicine, scientist training
Human Reticulan Martian Robot
Minor Training 2 points {{{r1}}} points 2 points {{{d1}}} points
Requires Icon tech medicine.pngMedicine
Effect Medicine Technology research man-days +71% (Time reduced to 58%).
Can use Al icon ammo first aid set.jpgFirst Aid Set, Al icon ammo hypersteroids.jpgHypersteroids, & Al icon ammo ramirezol.jpgRamirezol.
Major Training 2 points {{{r2}}} points 2 points {{{d2}}} points
Requires Icon tech medicine.pngAdvanced Medicine
Effect Medicine Technology research man-days +141% (Total +212%, time reduced to 32%)
Can use Al icon ammo advanced first aid set.jpgAdvanced First Aid Set, Al icon ammo supervitamins.jpgSupervitamins, Al icon ammo ultracofeine.jpgUltracofeine, Al icon ammo martamphetamine.jpgMartamphetamine, & Al icon ammo reticulin.jpgReticulin.
Internal ID Game ID: 33, MedicineMinor {{{r1_id}}} Game ID: 117, M_MedicineMinor {{{d1_id}}}
Game ID: 34, MedicineMajor {{{r2_id}}} Game ID: 118, M_MedicineMajor {{{d2_id}}}

Game Descriptions[]

Minor:

This training enables the use of basic medical equipment in combat and contributes to researching medical technologies.

Major:

This training enables the use of advanced medical equipment in combat and considerably contributes to researching medical technologies as well.

Notes[]

Medicine technologies are very useful in combat, 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

On stimulated drugs, Minor Medicine allow medic to administer two basic buffs, while Major Medicine allow 4 extras with more varied powers. On easier difficulty these helpful buffs are not necessary. In Impossible diff, it's easier and faster to raise soldiers' fighting abilities by them than by producing weapons which can be limited by resources and/or technologies.

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