Healingdoes not see a lot of use by most players. Okay it is virtually ignored. It does take a bit of time and a fair amount of resources to even have the ability to heal most units. But, understanding exactly how healing works is the first step in making a through analysis of it.
Given that the healer cap is hp based they will clearly have a larger benefit to early, small battles. Consider a Mayan spearman rush that is accompanied by a lone medicine man. The spearmen cost 75f and 25w with 200hp and the mm 200f. After just one complete 400hp healing completed the medicine man has paid for himself! Not considering what could have been done with the original food spent on him or the time spent by the trading post training him.
Focus fire is the reason healers have failed to become effective. Players simply do not have 400 hp of damaged units at a time when the gain would be most beneficial. It did seem a little funny to have a priest constantly healing a unit that was in combat in Age of Kings.
An often overlooked ability of docks is that to repair ships. Docks work a lot like field hospitals. One unit at a time, 10 hp per second and the ships have to be right next to the dock for it to work. Same issues happen with moving ships and docks as moving units and field hospitals.
Damaged buildings can be repaired by clicking the repair icon (a hammer) in the lower right hand corner. Buildings cannot be under attack and the player must front the resources necessary to repair the building. Once done the building starts repairing itself.
The most important thing to know about repairing buildings is that it costs are proportional to the amount of damage the building has taken. You pay half as much to repair a building as it cost to build it in the first place. For example, a TC has 8000hp and costs 600w. If your TC loses half of its hp it will cost 150w to repair the damage. Moreover, an important side note is that the rate of repair is 40 hp per second. If the building comes under attack again, the building stops repairs and refunds the unused resources to your stockpile.
The Military Hospital (or Field Hospital in the Battle for Berimond) is a military building that can heal wounded troops after a battle or food shortage. Soldiers who become injured during a battle will be placed in the castle's hospital (If the castle/outpost that you attacked from has one). A percentage of soldiers who are injured after a defensive battle can be readily available to defend, as if they never got wounded.
Military hospitals can be built in each kingdom, including the event kingdoms like The Storm Islands and The Battle for Berimond. Those built in the event kingdoms are named field hospitals, which operate like normal ones. You can only build one hospital per castle and/or outpost and can be placed inside Military District.
They also contain slots which are used to line up wounded soldiers for treatment. You can upgrade it to unlock more slots based on its building level prerequisite. Each slot can only reserve up to 5 soldiers, which can increase permanently by researching Ambulance Coach at the Research Tower. Its treatment cost can either be coins or rubies depending on the type of soldier.
You can also request help from your alliance to heal them 20% faster; however, 5 people within the alliance must respond to this demand. Field hospital modernization's that require rubies do not allow healing requests to be sent.
There are 2 different build items to attach to the Military Hospital: Treatment Speed and Hospital Space. Either one is tactical, depending on whether you need to heal your units faster or need more space. In addition to these, the build item for dwellings, Units lost after battle build item, is the same as the Military Hospital's ability to redeploy a percentage of injured units from a defensive battle.
This pop-up limited time event allows you to upgrade your hospital at a reduced price of 40% less rubies. This applies the offer to one random level (from level 4 to level 10), like the Bakery offer. And like the Bakery offer, if you upgrade enough hospitals with rubies, a pop-up where upgrades at any level are at 10% discount appears.
At some point in the game, it is a waste of coins and time to heal sovereign or veteran units. For example, take a castle lord with certain glory titles at reduce the cost of units by 30% as well as a 6% recruitment cost reduction, and recruitment speed of 322%. A Veteran Maceman costs 64 coins and 3:37 minutes to recruit. However, healing that same unit costs an astounding 184 coins and 12:15 minutes. That is almost 3x the coin cost and 3.4x the time. The recommended procedure is that if you have any Veteran Units that are hospitalized (possibly the Veteran Swordsman is different), you remove them. Sovereign units are the most expensive cost to be healed, but faster than veterans, imperials, royal and elites, relics, berserkers and spear womans. It is recommend to heal all your Valkyrie ranger, because she is the most powerful soldiers.
The Military Hospital is a bit deceptive in how useful it really is once you have stronger units. Generally it's more expensive and time consuming to heal units than to just recruit. Most players go through using the stronger units, so the hospital proves to be obsolete. The limited amount of slots and number of units healed per slot makes it less effective. In a perfect world where coins and time are infinite, one could treat the building as a secondary Barracks. Realistically, the only useful thing about it is it's ability to redeploy injured units after a defensive battle. In 2020 Updates, there is an option to allow and reject ruby units which dies after attacking to hospital.
In AOE3de, healing units for the most part has now become a overly convoluted and clunky process which has lead it to be ignored by most competitive players. I think there needs to be a rework of this mechanic to make it a more plausible option in a real game scenario.
There are a few glaring outliers where obtaining healing units is very costly, however. Most native civs, which arguably would get the most benefit from healing units, require a ridiculous amount of ville seconds to produce. 1 healer, for Lakota, costs a whopping 539 ville seconds. Japan also must pay a significant cost to gain ability to heal their units, 225 wood for church and 200 wood 100 coin for the upgrade.
Some of the new healers like Abuns and Griots actually are really good so what they need to do is just buff the rest to make them usable. Surgeons should be able to heal in battle at least as well as Abuns can. The rest of the healers could be given area of effect healing to that they can more effectively heal. Another option could be to let normal healers could continue healing a unit that enters battle, as long as they started healing it while it is at rest (at least for a short duration).
I think surgeons should cost 150c. They are about 50% better than a priest but currently cost 125% more. USA has access to them by default but I think it almost seems like a penalty because of the high cost.
i mean, us aoe3 players just generally kinda forget healing exists. even aztecs literal global heal rately gets used and i guarantee healing a large army is worth more res than a few xp or skull knights ever could be.
Religious buildings (and Monasteries, Community Plazas, Universities, etc) could also have healing abilities in addition to trickle XP, like a sacred field or Athos Monastery. It is much simpler than adding a field hospital-like building to all civs.
The jungles of Vietnam and the guerrilla warfare tactics employed by the enemy contributed to several challenges in providing care for troops. It was nearly impossible to safely set up a mobile aid station near conflicts within the thick canopy of trees and overgrowth. Instead, MEDEVACs transported the wounded to hospitals located on the fringe of combat. These hospitals, referred to as field hospitals, functioned like 400-bed hospitals in the States complete with specialists and surgical teams. If patients required more care, they were evacuated to a larger medical facility outside of the country.
In the years after Vietnam, the distance between the battlefield and the hospital began to shorten, notably with the inclusion of the Forward Surgical Team (FST) during the Global War on Terror in Iraq and Afghanistan. The FST was a mobile aid station that could hold upwards of 30 patients and could be set up close to combat in under 72 hours. The primary objective was to provide quick resuscitative care and damage control surgery that would further stabilize a patient for evacuation to a larger theater of care. Shortening the amount of time from point of injury to pre-hospital care at an FST meant injuries that otherwise may have been fatal in previous wars, such as loss of limbs, could now be considered significantly less life-threatening.
In 2003, Army Surgeon General and trauma expert Colonel John Holcomb was credited for recommending the strategic need for a Joint Trauma System (JTS) within the U.S. military. The JTS uses data-driven performances to increase trauma preparedness and provide a maximal chance of survival for any injured person in all branches of service.
Among other measures, the state created municipal isolation stations and promised mobile disinfection units where needed. The reforms stipulated reporting procedures, the examination and treatment of infectious diseases, and assigned specific responsibilities to municipalities, local administrators, and physicians in case of epidemic outbreaks; it also ordered heads of households to report any suspicious illness afflicting their families.18 Epidemic typhus, the most prolific killer during the Balkan Wars, received special attention from Ottoman health officials. The ministries of war and health worked together to publish an instructional manual, listing precautionary measures and sanitary guidelines to educate the public about the transmission and dangers of typhus.19
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