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How To Heal Troops In Conflict Of Nations

Healing

      • 1

      I'm creating this thread for @dfrost who had some questions in another thread virtually healing, but I didn't want to answer there, every bit I didn't want that thread to get off runway.

      And then here's how Hospitals and healing work:

      Your units naturally heal 1hp per game solar day if they are at rest inside a metropolis, assuming that city has no Hospital. Each level of Hospital increases the number of hit points healed per day past i. It is important to note that this is rate is *per unit*. So, a stack of five infantry inside a metropolis with a Level 2 Hospital heals 15 hp (for the entire stack) per day. AIrcraft heal the same way, you simply have to have an Air Base in the urban center to get them in that location, and you have to leave the aircraft on the footing inside the urban center while they heal.

      You mentioned that you have similar 5 Level 1 hospitals in 5 cities. This used to exist a popular strategy when hospitals use to improve morale, only they don't do that anymore. They practice, all the same, increase population growth rate. So, if you want to use them to practice that, that's fine. If we talking strictly near healing, though, you lot're usually improve off to level a infirmary or ii up and get more healing benefit from fewer hospitals.

      Field Hospitals (and Air Fields) can practise the same thing to a lesser extent. You can but level them up to Level 3, and they don't get the do good of the extra metropolis healing point. But, you tin put them anywhere and yous can pair them with other field structures (combat outpost, airfield, etc.) to make yourself a nice trivial field position.

      You tin can benefit from other people's hospitals if y'all take the correct to have units in their cities.

      Ships heal in coastal waters. I don't know what the actual rate is, just information technology'south the best rate you're going to become for ships, and then...

      Here'south a trivial personal Pro Tip with which others may or may not concur: I tend to build my (first) Level 5 Infirmary in the (thespian) enemy majuscule I conquer. I try to manage my damage to that upper-case letter so that the enemy airfield remains intact subsequently I have command of the city (an airfield needs to exist at xl%+ in guild to be operational). Once I've taken over the enemy capital and have an operational airfield in that location, I build my kickoff Infirmary in that location. Now, I take a Hospital to which I can fly troops and planes. Why build it in that location instead of my ain majuscule or one of my own Homeland Cities? Because: That early in the game, I am normally very actively edifice other things in my Homeland cities. In this enemy uppercase, I already got an instant Air Base, and I tin't produce units hither until/unless I Addendum this city after. And then, merely to restate, I build my first hospital in an early enemy capital because there's already an airbase, and then the Hospital construction doesn't go in the way of my other building construction in my Homeland cities.

      • 2

      @dfrost

      Experience free to enquire your healing question hither. Healing is relatively bones, so it shouldn't have long to empathise.

      • 3

      thanks man!

      it may be premature because i don't have my thoughts sorted fully yet. i have a hard time explaining things sometimes. 2 of my questions about healing take already been answered including how you lot heal a plane. i found out that it works the same way equally the other units and the hospitals.

      my my last question almost healing revolves around unlike scenarios including stacking.

      if i have 5 infantry i want to heal, to heal finer, i understand i would stack them and put them where a hospital is. this does 2 things for faster healing. it spreads out the hp evenly among the five units and if i have an l1 hospital, it will heal my 5 units at a charge per unit of 10 hp per day. this is what i sympathize so far almost healing and stacking. when we only put 5 infantry units at a hospital with nothing else there.

      now in my real life personal experience in game right at present, i accept a two l1 hospitals in mexico right next to eachother. i had to heal my four recon units and my 8 infantry units every bit they were tragically injured in battle. what i did was(and i remember i did this wrong effectively) is i put four recon units in 1 infirmary and my viii infantry units in the other hospital. my thinking was about stacking the same units and this has been discussed in many previous threads which is why i did it this style.

      my question is, can i stack everything together in to one l1 hospital where my recon units heal at a rate of 8 a day and my infantry heals at a rate of 16 per day? can i stack information technology like this where it heals at the aforementioned rate every bit puting them in separate hospitals?

      likewise, in what scenarios does healing Not go 100% effective? i haven't seen any data on this at all. i am assuming if we are talking about how to heal effectively, there are means that nosotros tin do information technology that are less constructive like possibly what i am doing now which is building more than hospitals than i need and wasting resources.

      also, what is considered a stack? the same unit of measurement type? or the aforementioned unit category?

      thanks!

      • four

      When people talk nearly a "stack", they by and large hateful any number of and blazon of units grouped together as one element. To almost finer fly and sheet, yous can stack any v units. To almost effectively travel and fight over land, you can stack whatever 10 units. Yous tin put together larger stacks than that, but that's chosen "overstacking", and y'all begin to incur more and more astringent penalties to movement speed and gainsay effectiveness.

      Equally for healing, it sounds like you lot've basically got information technology figured out. Yes, you could accept stacked your CRVs at the same Level ane Hospital as your infantry and gotten the same healing effect for all units involved. What would make healing less effective, equally I think y'all already sympathise, is if yous put 1 badly damaged infantry in a dissimilar hospital than seven mostly healthy infantry. In that example, if you had them stacked together, you would heal your overall infantry harm more quickly. Then, two Level 1 Hospitals right next to each other is a chip of a waste material (unless you were afterwards the population bonus), because ane Infirmary would exercise the same job at least, if not more, effectively.

      Y'all besides asked when healing is not 100% effective. MAYBE when a Hospital is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to reply that.

      For the near office, though, it's not actually a matter of not being "100% effective"; information technology's more a question of "how constructive is 100%" for that Hospital/location. For instance, a Level 2 Hospital in a city heals three HP per day. That'due south 100% for that Infirmary, but a Level 3 Hospital in a city heals more effectively. There's no existent manner for a Hospital to practise "ineffective healing" (depending on how you define that), but less or slower healing.

      I take noticed that I don't think ships fighting/firing in Littoral Waters heal at the enhanced rate that ships at residual in Littoral Waters do. Oh, also, before I forget, your ground units WILL heal a fiddling faster if they are sitting in Coastal Waters anywhere in the world, but that's a risky suggestion if you don't take them stacked with warships.

      • five

      PerigeeNil wrote:

      When people talk almost a "stack", they generally mean any number of and type of units grouped together equally one element. To nigh effectively fly and sail, you can stack any five units. To near finer travel and fight over land, y'all tin stack any 10 units. You lot can put together larger stacks than that, but that's chosen "overstacking", and you begin to incur more and more severe penalties to movement speed and combat effectiveness.

      As for healing, it sounds similar you've basically got information technology figured out. Yep, you could have stacked your CRVs at the aforementioned Level one Hospital as your infantry and gotten the aforementioned healing result for all units involved. What would make healing less effective, every bit I recall y'all already understand, is if you lot put 1 desperately damaged infantry in a dissimilar infirmary than 7 mostly healthy infantry. In that case, if you had them stacked together, you would heal your overall infantry impairment more than quickly. So, two Level 1 Hospitals right next to each other is a bit of a waste (unless you were subsequently the population bonus), considering 1 Hospital would do the same chore at to the lowest degree, if not more, effectively.

      Yous likewise asked when healing is non 100% effective. MAYBE when a Hospital is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to answer that.

      For the most function, though, it's non really a thing of not being "100% effective"; it's more a question of "how effective is 100%" for that Hospital/location. For example, a Level 2 Infirmary in a city heals 3 HP per day. That's 100% for that Hospital, but a Level 3 Hospital in a city heals more effectively. At that place's no real style for a Hospital to do "ineffective healing" (depending on how you define that), just less or slower healing.

      I have noticed that I don't think ships fighting/firing in Coastal Waters heal at the enhanced rate that ships at rest in Coastal Waters practice. Oh, too, earlier I forget, your ground units WILL heal a little faster if they are sitting in Coastal Waters anywhere in the world, but that'south a risky proposition if you don't have them stacked with warships.

      uggg...thanks! now more realizations of the mistakes i made to waste resource. knowing this helps a lot and i empathise amend why people re just building the level 5 hospitals. my probloem in my current game which i am learning more nearly is that some of my ground units tin't use air transport (mobile artillery and boxing tanks). when i was coming up with a plan, i was assuming i could fly them by aeroplane like my other units haha silly me. so much that goes in to this game. i honey it! but not liking all the mistakes i made.

      i do want to clarify something. y'all said nosotros can finer stack 10 to finer travel but any more than that starts to become ineffective. when i was reading the forum and researching, i was reading that the constructive # was 5. did that change? does this get for planes and ships as well?

      thanks!

      • 6

      PerigeeNil wrote:

      You also asked when healing is non 100% effective. Maybe when a Infirmary is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to reply that.

      Hospitals work the second they show up on the map; idk at exactly what HP just you tin can easily see when the healing value increases
      There's non really a way that healing is non "100% constructive", only thing that might apply is trying to heal units in a hospital when y'all have perfectly safe littoral waters nearby that you could just instead (this applies to trying to heal MBTs in detail

      dfrost wrote:

      i do want to analyze something. you said we can finer stack 10 to effectively travel just any more than that starts to get more and more ineffective. when i was reading the forum and researching, i was reading that the constructive # was 5. did that modify? does this go for planes and ships as well?

      10 is for ground and v for air/ships (if your footing units are in a transport transport the naval stacking limits use and so on)

      dfrost wrote:

      more virtually is that some of my ground units tin can't use air transport (mobile artillery and battle tanks)

      They all can apply the air transport, its simply that they unlock information technology only at later on levels; its also worth mentioning that with unit model change (you reaching the next "Tier" of the unit) they ordinarily go an increase to the distance they can travel via air ship

      I am The Baseline for opinions

      • 7

      Max stack numbers earlier "overstacking" penalties are incurred are x units for ground stacks and five units for Air and Sea stacks.

      As for some units non flying: Right, that's the tradeoff for some types of units in the early game. That's one of the reasons some people don't like Principal Battle Tanks (and/or rushing to get them produced): they travel slowly at low levels. (They too take severe penalties in the incorrect terrains.)

      That being said, every ground unit type can be upgraded (researched) to the betoken that it can travel by air; it's simply a matter of when and how costly it is to go them to that point.

      Added: Posted this before I saw Teburu's post giving withal answers.

      • 8

      Primary Battle Tanks mixed with infantry are fun to use agains Ai countries. Not a toy to use against an experienced player.

      • 9

      I've got to share my feel with healing as i never like to lose troops and I rarely exercise, better then a hospital which uses alot of resources and can merely go max 6hp per unit a day. for planes you lot have no choice BUT If you put your land troops on the nearest declension in shallow waters it heals 2hp but their normal hp goes downwardly to 15 on send.

      Case: chief boxing tank level 1 is 45 hp. he goes to send send on coastal waters he now has 15hp healing at a rate of 6hp a day without a hospital, saving resources and transport time. To brand things better you can mix a damaged unit of the same type which is fully healed and it doubles the healing charge per unit do this with 3 so it triples the healing. so you can get 18hp a twenty-four hour period from a tank which was virtually dead putting him back in the activity again quicker. this gets stupid with lets say a tank commander which gets up to 95 hp and then on his own doing this method your healing him at a charge per unit of 12.6hp a twenty-four hour period which is abit broken and double a max hospital.

      Small down side is your troop is exposed with low hp then you need to hide it.

      • 10

      gamingguru wrote:

      I've got to share my experience with healing every bit i never similar to lose troops and I rarely practice, better then a hospital which uses alot of resources and tin can only get max 6hp per unit a solar day. for planes yous have no selection BUT If you put your land troops on the nearest coast in shallow waters it heals 2hp but their normal hp goes down to 15 on send.

      Case: primary boxing tank level one is 45 hp. he goes to ship ship on coastal waters he now has 15hp healing at a rate of 6hp a twenty-four hours without a hospital, saving resources and transport time. To brand things ameliorate you can mix a damaged unit of the same type which is fully healed and it doubles the healing rate do this with 3 then it triples the healing. so yous can get 18hp a twenty-four hour period from a tank which was nearly dead putting him back in the action again quicker. this gets stupid with lets say a tank commander which gets up to 95 hp so on his ain doing this method your healing him at a rate of 12.6hp a day which is abit broken and double a max hospital.

      Pocket-sized downwards side is your troop is exposed with depression hp so you need to hide it.

      hold up...this is new to me. so are y'all proverb that the healing is proportionate?

      like, say you have a 45 hp tank that is at One-half health = 22.v hp... in city w/ lvl one hospital information technology would heal at 2 hp/day and have xi.25 days to heal....

      but...if you put it on a send ship in littoral waters at 50% of fifteen hp (vii.v hp)....healing at a rate of 6 hp/day......you could get him from 50% to 100% in 1.25 days???????????

      is this real???

      • xi

      PerigeeNil wrote:

      You also asked when healing is not 100% effective. MAYBE when a Hospital is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to answer that.

      I am not sure EXACTLY what the most damage a hospital tin accept earlier it loses its healing function...

      BUT..

      I tin can ostend that when building hospitals... I have seen the overall healing rate increment when the hospital was only xi% complete.

      This is partly why i all the same build hospitals upon capturing a city. My unit of measurement volition be guarding it for a while to raise morale, and if the infirmary starts healing him within a couple of short hours later on capturing, then i can ensure all of my units are getting healed while continuing guard.

      I'yard not saying information technology volition go them to full health. but to me it merely seems like such a win if they can exist getting healed while continuing yet anyhow

      • 12

      jaudiola wrote:

      PerigeeNil wrote:

      You also asked when healing is not 100% effective. MAYBE when a Infirmary is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to reply that.

      I am not sure EXACTLY what the most harm a hospital can have earlier it loses its healing function...
      Only..

      I can confirm that when edifice hospitals... I have seen the overall healing charge per unit increase when the hospital was only 11% complete.

      T his is partly why i yet build hospitals upon capturing a city. My unit of measurement will be guarding it for a while to raise morale, and if the hospital starts healing him within a couple of short hours after capturing, so i tin can ensure all of my units are getting healed while standing guard.

      I'm not maxim information technology will get them to full health. just to me it merely seems like such a win if they can be getting healed while standing yet anyway

      Friendly communication, don't do that .

      -Building a infirmary in each or whatsoever city yous merely take captured is an accented waste product of resources and time you could be building a bunker. A hospital does Not help with morale. It simply "accelerates population" + heals at the respective level. Except that information technology doesn't advance population. Not in a meaningful way. Non plenty to ever waste product the resources on them. A bunker however does direct upshot a cities morale, and in turn will improve economic output of the city. There are players who have fabricated charts and graphed how long it takes for a level 5 hospital to get a city to a high population, and the rate is dismally slow.

      Hospitals, but put, are only to heal. It makes no sense to have a agglomeration of hospitals scattered around, my advice is to build a level 5 hospital homeland, then build another at a forrad base of operations in a safe location. I accept never needed more than two cities with a level 5 hospital in each.

      Bunkers are so slept on in how much they really help your overall gameplay become much smoother.

      PS- You really don't need to worry well-nigh a newly acquired cities population, if you properly take the city past non killing civilians, or limiting the scope of how many civs die.

      CDR Ruddy
      Founder of The Militia Collective

      Training and Screening Hub, New Players or Existing: Come Observe your perfect Brotherhood here!

      Join Our Discord !

      • thirteen

      what to exist discuss once again?

      This post was made by Leader of the Church of Road

      • fourteen

      CDRCrimson42 wrote:

      jaudiola wrote:

      PerigeeNil wrote:

      You likewise asked when healing is not 100% effective. Maybe when a Hospital is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to respond that.

      I am not sure EXACTLY what the most damage a hospital can take earlier information technology loses its healing function...BUT..

      I can confirm that when edifice hospitals... I have seen the overall healing charge per unit increase when the hospital was merely 11% complete.

      T his is partly why i notwithstanding build hospitals upon capturing a urban center. My unit of measurement will exist guarding it for a while to raise morale, and if the hospital starts healing him inside a couple of curt hours after capturing, then i can ensure all of my units are getting healed while standing guard.

      I'm not saying it will get them to total health. but to me it just seems like such a win if they can be getting healed while standing still anyhow

      Friendly advice, don't practice that .

      -Building a hospital in each or whatever metropolis you lot just have captured is an absolute waste of resources and fourth dimension you could exist edifice a bunker. A hospital does NOT help with morale. Information technology simply "accelerates population" + heals at the respective level. Except that it doesn't accelerate population. Not in a meaningful fashion. Not enough to ever waste the resources on them. A bunker however does directly upshot a cities morale, and in turn volition improve economical output of the city. There are players who have made charts and graphed how long it takes for a level v hospital to get a city to a high population, and the rate is dismally dull.


      Hospitals, just put, are only to heal. It makes no sense to take a bunch of hospitals scattered around, my advice is to build a level 5 hospital homeland, so build another at a forwards base of operations in a safe location. I have never needed more than ii cities with a level 5 hospital in each.


      Bunkers are so slept on in how much they really assist your overall gameplay get much smoother.

      PS- Y'all actually don't demand to worry about a newly acquired cities population, if you lot properly have the city by not killing civilians, or limiting the scope of how many civs dice.

      this is exactly why i'm on here, to larn more and shed the bad habits. thanks for the advice!

      • 15

      CDRCrimson42 wrote:

      jaudiola wrote:

      PerigeeNil wrote:

      You also asked when healing is not 100% effective. Perhaps when a Infirmary is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to answer that.

      I am non sure EXACTLY what the most damage a hospital can have before it loses its healing role...But..

      I tin confirm that when building hospitals... I take seen the overall healing rate increase when the hospital was only xi% complete.

      T his is partly why i still build hospitals upon capturing a city. My unit of measurement volition be guarding it for a while to raise morale, and if the hospital starts healing him inside a couple of short hours subsequently capturing, and then i tin ensure all of my units are getting healed while standing guard.

      I'chiliad not saying it will go them to full health. only to me it just seems similar such a win if they tin be getting healed while standing notwithstanding anyway

      Friendly communication, don't do that .

      -Building a hospital in each or any city you lot just have captured is an absolute waste of resource and time you could be building a bunker. A infirmary does Non aid with morale. It simply "accelerates population" + heals at the corresponding level. Except that it doesn't accelerate population. Not in a meaningful way. Non enough to ever waste the resources on them. A bunker however does straight effect a cities morale, and in turn volition ameliorate economic output of the urban center. There are players who take made charts and graphed how long it takes for a level 5 hospital to get a city to a high population, and the rate is dismally slow.

      Hospitals, only put, are merely to heal. It makes no sense to have a agglomeration of hospitals scattered effectually, my advice is to build a level 5 infirmary homeland, then build another at a forward base in a prophylactic location. I have never needed more than two cities with a level 5 hospital in each.

      Bunkers are and so slept on in how much they actually assist your overall gameplay become much smoother.

      PS- You actually don't need to worry about a newly acquired cities population, if you properly have the metropolis by not killing civilians, or limiting the scope of how many civs dice.

      And then, would it be better to build a bunker upon capturing a city? or build zippo at all and save the bunker-building for homeland cities? or both?

      • 16

      jaudiola wrote:

      CDRCrimson42 wrote:

      jaudiola wrote:

      PerigeeNil wrote:

      You likewise asked when healing is not 100% effective. MAYBE when a Hospital is damaged? Honestly, I don't know how damaged Hospitals work. Someone else will have to answer that.

      I am not sure EXACTLY what the most damage a hospital can take earlier it loses its healing role...Only..
      I can confirm that when building hospitals... I take seen the overall healing rate increment when the hospital was but eleven% consummate.

      T his is partly why i even so build hospitals upon capturing a metropolis. My unit volition exist guarding it for a while to raise morale, and if the hospital starts healing him within a couple of short hours later on capturing, then i can ensure all of my units are getting healed while continuing baby-sit.

      I'm not maxim information technology will get them to total wellness. but to me it merely seems like such a win if they can exist getting healed while continuing nevertheless anyhow

      Friendly advice, don't do that .

      -Building a hospital in each or any urban center y'all just take captured is an absolute waste product of resources and time you could exist building a bunker. A hospital does NOT assistance with morale. It simply "accelerates population" + heals at the corresponding level. Except that it doesn't accelerate population. Not in a meaningful way. Non enough to ever waste material the resources on them. A bunker however does directly effect a cities morale, and in turn volition improve economic output of the city. There are players who take made charts and graphed how long it takes for a level v hospital to get a urban center to a loftier population, and the rate is dismally slow.

      Hospitals, simply put, are only to heal. It makes no sense to have a bunch of hospitals scattered effectually, my advice is to build a level v hospital homeland, then build another at a forrad base in a safe location. I take never needed more than than ii cities with a level five hospital in each.

      Bunkers are so slept on in how much they actually help your overall gameplay become much smoother.

      PS- You really don't need to worry about a newly acquired cities population, if you properly take the city by not killing civilians, or limiting the scope of how many civs die.

      So, would it exist improve to build a bunker upon capturing a city? or build nothing at all and relieve the bunker-edifice for homeland cities? or both?

      I hateful, that's a personal call. Level 1 bunkers are pretty cheap and I'd say every taken urban center is worth having one but it really depends. But yes edifice a bunker would exist far more than effective than a hospital.

      You should not build bunkers outside of homeland, if all your homeland cities don't have up to level iii-4 yet already.

      Always Prioritize Homeland Outset...

      CDR Crimson
      Founder of The Militia Collective

      Preparation and Screening Hub, New Players or Existing: Come Find your perfect Alliance here!

      Join Our Discord !

      • 17

      I agree with just having a level 5 infirmary in your homeland, best placed in your uppercase as you lot protect it at the same time. With bunkers i always practise it to level 2-three in each homeland city plus if any attack and build in some cities if i need to agree something.

      case. I'yard using rocket launchers to attack ships as I don't desire whatever navy and i've placed them in both entrances of the mediterranean sea. Bunkers are really good equally you can't see them compare to gainsay outpost which are also amazing for edifice last 2d defending.

      there are others situations you can build bunkers but you get the idea. i wouldn't build whatever thing in newly capture cities unless i need something similar a airbase ect. not building for morale as I leave a troop for a solar day or two and get out. I know some people build recruitment offices merely again that a waste of resources . if you desire to help with morale, finish off wars with countries and try not to bomb the cities every bit much. Do build recruitment offices in every urban center at the cease of the game for extra ranking points.

      • xviii

      A fleck of info that might be useful.

      How to Heal Units
      Normally in a city a unit will heal ane hp a twenty-four hours, each level of hospital will add together 1 hp to the healing charge per unit in a metropolis.
      Healing in a metropolis only affects grounded planes and ground units that are within the urban center limits, ships can simply heal in coastal waters when they are not fighting at the rate of 2 hp/day (this rate is stock-still).

      Note: provinces can't heal troops without anything being built, you need to have a field infirmary to start healing in a province, healing is based on the level (lvl one heals one/d, lvl three heals 3/d)

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