| Healer Unit Notes: Priests, Imams, Medicine Men, Missionaries,
and Surgeons heal in the same fashion. |
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Miscellaneous
Notes: |
|
Dancers |
Holy Dance (Medicine Man) |
Holy Dance (Warrior Priest) |
Healer Dance (Heals units) |
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1 |
Artillery
benefits the most from healers. A
falconet is a huge investment but only has 200 HP (can heal 10 HP /
sec). In the colonial age, before
veteran and other upgrades are available that reduce the effectiveness of
healers, dopplesoldners, abus guns, and longbows are the top choices in terms
of highest cost per HP. At the bottom
of the list are units that have a ton of HP but low cost. A war wagon would be a decent example, 500
HP, but proportionally a relatively low cost per HP at only 150f and
150g. In general, the better a unit’s
armor the more effective healers will be. |
|
0 |
0 |
0 |
0.0% |
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| 1 |
When
a healer walks into range of the unit, it automatically begins healing (rates
below). |
|
|
1 |
210 |
473 |
0.4% |
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|
2 |
104 |
235 |
0.7% |
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| 2 |
Healers, British
Manors, and field hospitals cannot heal more than one unit at a time. |
|
|
3 |
69 |
156 |
1.1% |
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|
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|
4 |
51 |
116 |
1.4% |
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| 3 |
Healers have to be
close, their max range is 12. |
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|
5 |
41 |
92 |
1.8% |
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2 |
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. |
|
6 |
34 |
77 |
2.2% |
|
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| 4 |
Healers
will not heal during combat. Must wait
till the battle is over and the unit is idle. |
|
|
7 |
29 |
65 |
2.6% |
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8 |
25 |
57 |
2.9% |
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| 5 |
Should a unit run
away after a healer has started healing, the healing will stop. |
|
3 |
The 4
Surgeon Colonial Age shipment grants 40 HP / sec for ~650 resources (average
Age 2 shipment). Master Surgeons are
better, but cost the 650 resource shipment plus 300g a piece. After the 4 surgeon age II card, priests
are the 2nd best deal. They are only
200 resources a piece and can be trained at the church without an HC
shipment. |
|
9 |
22 |
50 |
3.3% |
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|
10 |
20 |
45 |
3.7% |
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|
11 |
18 |
40 |
4.1% |
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|
| Explorer Healing (French HC
Voyageur Shipment / Iroquois Fire Pit Secret Society Big Button Upgrade): Explorers heal
differently than regular healers.
Instead of an automatic heal, they receive a Heal ability which works
as follows: |
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|
12 |
16 |
37 |
4.5% |
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4 |
Healers can be
garrisoned inside TCs, Outposts, and Forts.
Inside TCs, they fire like villagers (including the Aztec Warrior
Priest). |
|
13 |
15 |
34 |
4.9% |
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| |
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|
|
14 |
14 |
31 |
5.3% |
|
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| 1 |
Select the Explorer
(French or Iroquois) |
|
5 |
Field
Hospital: One of
the least used buildings (for good reason) is the field hospital. These can only be built by surgeons for 200
wood (have 1,500 hit points, offer no special technology, expensive, heal the
worst in the game, and cost a shipment considering only a surgeon can build
one). Build in 10 seconds. |
|
15 |
13 |
29 |
5.7% |
|
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| |
|
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|
|
16 |
12 |
27 |
6.2% |
|
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| 2 |
Click
the heal button (like the explorer's crackshot) and the cursor turns into a
heart with a small circle around it. |
|
|
|
17 |
11 |
25 |
6.6% |
|
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| |
|
|
|
|
|
18 |
10 |
24 |
7.0% |
|
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| 3 |
Click on the unit(s)
desired to be healed. |
|
|
a.) |
Field
hospitals heal one unit at a time within their range of 20, at a rate of 3 hp
per second. |
|
19 |
10 |
22 |
7.5% |
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| |
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|
|
20 |
9.5 |
21 |
7.9% |
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| 4 |
The
healer walks to within range of the unit and begins healing (can be during
combat). |
|
|
b.) |
The
hospital will not start healing a unit until it stops inside the heal
area. It will then heal that unit
until its health is maxed. |
|
21 |
9 |
20 |
8.4% |
|
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| |
|
|
|
|
22 |
8.5 |
19 |
8.8% |
|
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| 5 |
All
units in the circle receive an hp boost, and all the same amount. The sum of all hp regained is the limiting
factor for a healer. The magic number
is 400 at a rate of 50 hp per second on each unit. |
|
|
c.) |
Field
Hospitals are not stackable. If one
injured unit is between 2 hospitals, only 1 will activate (won't heal 6 per
second). However, each hospital can
work on 1 different unit. |
|
23 |
8.1 |
18 |
9.3% |
|
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|
|
|
|
24 |
7.7 |
17 |
9.8% |
|
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| |
|
|
|
|
25 |
7.4 |
16 |
10.0% |
|
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| 6 |
The
ability takes 120 seconds to recharge.
This time appears to be a reasonable value if the expectation is that
the ability will be used between battles. |
|
|
d.) |
If
a surgeon is close to a field hospital, he will not work. The hospital will heal at it's slow rate
instead. |
|
26 |
---- |
15 |
10.0% |
|
|
|
|
|
27 |
---- |
15 |
11.0% |
|
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| |
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|
6 |
Healing Upgrades and HC Shipments: |
|
28 |
---- |
14 |
11.0% |
|
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| 7 |
The Explorers heal range is
12. |
|
|
a.) |
Master
Surgeons (Age II): |
Surgeons heal 50% faster and train from both the
church and field hospital. |
|
29 |
---- |
13 |
12.0% |
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| |
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|
|
30 |
---- |
13 |
12.0% |
|
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| 8 |
Should
a unit run away after a healer has started healing (any unit in the heal
area) the healing will be completed.
The healer will finish the heal animation and then walk towards the
units. |
|
|
b.) |
Mission
Fervor (200F 200W): |
Church
Technology that grants healers 35% more hit points and increases speed by 15% |
|
31 |
---- |
12 |
13.0% |
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|
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|
|
32 |
---- |
12 |
14.0% |
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|
33 |
---- |
11 |
14.0% |
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c.) |
Secret Society Technology (100C 200W) |
Fire Pit Big Button that grants the Iroquois War
chief a healing ability |
|
34 |
---- |
11 |
15.0% |
|
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| Aztec Healer Dance: The Aztecs can perform
a unique dance at the fire pit that allows all idle units anywhere on the map
to be healed at a rate of ~ 0.4% per villager dancing (the heal rate is not
linear based on the number of dancers). |
|
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|
|
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|
35 |
---- |
11 |
16.0% |
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|
d.) |
TEAM Cheap
Priests: |
Age 2
Russian HC Team Card that makes healers half price and train four times as
fast (10 secs). |
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| |
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| 1 |
Dancers at fire pit: |
20 |
|
7.9% |
HP healed per second. |
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|
Resources gathered per sec for calculating
villager second costs |
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|
e.) |
Unction: [1] |
Spanish
Missionaries boost the attack of nearby soldiers 5% with a Range 24. The aura is stackable up to 63%. |
|
Resource |
Resource Type |
Base Rate / Sec |
+
% Rate |
Rate / Sec |
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| Available Healers / Buildings that Heal |
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Coin Gather Rate |
Mining |
0.60 |
0% |
0.60 |
|
| Unit |
Coin Cost |
Food Cost |
Wood Cost |
Hit Points |
Speed |
Armor |
Heal Range |
Heal Rate / Sec |
Population |
Build Limit |
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f.) |
Voyageur: |
French HC Card that grants
Explorer healing ability |
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|
Food Gather Rate |
Berries / Cherries |
0.67 |
0% |
0.67 |
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|
Wood Gather Rate |
Tree |
0.50 |
0% |
0.50 |
|
| Aztec Warrior Priest |
252[2] |
0 |
0 |
360 |
4 |
10%
range |
12 |
10 |
1 |
10 |
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| Imam[3] |
200 |
0 |
0 |
360 |
4 |
10%
range |
12 |
10 |
1 |
---- |
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|
Fishing - Whaling (canoes, etc.) |
Berries / Cherries |
Tree |
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| Maya Medicine Man |
0 |
200 |
0 |
200 |
4 |
10%
range |
12 |
10 |
1 |
4 |
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|
Fishing - Whaling (fishing boat, warship) |
Farm |
Mango Grove |
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| Medicine Man[4] |
114[5] |
0 |
0 |
200 |
4 |
10%
range |
12 |
10 |
1 |
10 |
|
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|
Mining |
Fishing (canoes, etc.) |
|
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|
| Priest[6] |
200 |
0 |
0 |
360 |
4 |
10%
range |
12 |
10 |
1 |
---- |
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|
Mining - Dutch |
Fishing (fishing boat, warship) |
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| Spanish Missionary |
100 |
0 |
100 |
300 |
7 |
10%
range |
12 |
10 |
1 |
10 |
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|
Plantation |
Hunting |
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| Surgeon |
N/A |
240 |
4 |
10%
range |
12 |
10 |
1 |
---- |
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|
Rice Paddy |
Mill |
|
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| Master Surgeon[7] |
300 |
0 |
0 |
240 |
4 |
10%
range |
12 |
15 |
1 |
---- |
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|
Rice Paddy |
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| Monk (China) with Temple of Heaven Wonder |
300 |
0 |
0 |
Varies |
4.5 |
10%
range |
12 |
6 |
0 |
1[8] |
|
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|
| Monk (Indian) |
175 |
0 |
0 |
Varies |
5 / 6 |
20%
range |
12 |
4
(6.7)[9] |
0 |
2 |
|
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|
| Monk (Japanese) with Reiki Monestary technology |
175 |
0 |
0 |
Varies |
4.5 |
10%
range |
12 |
6 |
0 |
2 |
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| Field Hospital |
0 |
0 |
200 |
1,500 |
N/A |
N/A |
20 |
3 |
N/A |
4 |
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| British Manors with Age 2 "Florence Nightingale" HC
card |
0 |
0 |
135 |
1,800 |
N/A |
N/A |
12 |
5 |
N/A |
20 |
|
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|
| India Sacred Field with Age 1 "Mystical Syllable" HC
card |
0 |
0 |
250 |
1,200 |
N/A |
N/A |
10 |
8 |
N/A |
2 |
|
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| |
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| Dancers at fire
pit (spawn Medicine Man):[10] |
20 |
|
|
|
| Dancers at fire
pit (spawn Warrior Priest):[11] |
20 |
|
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| Chinese Temple of Heaven Wonder: Grants the Transcendence Ability |
|
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|
| 1 |
Heal all units on map up to 1,000 HP instantly
(recharge 3:36) |
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| Repairing: |
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|
| 1 |
Damaged
buildings can be repaired by clicking the repair icon (a hammer) in the lower
right hand corner. Buildings cannot be
under attack for 10 seconds and the player must have all of the required
resources necessary to repair the building.
Once the resources are accumulated and the button is checked, the
building starts repairing itself. |
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| 2 |
The repair
costs are proportional to the amount of damage the building has taken. It costs half as much to repair a building
as it costs to initially build it. For
example, a TC has 6500 HP and costs 600W.
If the TC loses half of its hit points it will cost 150W to
repair. 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 the players stockpile. |
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| Docks and Ships: |
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|
| An
overlooked ability of docks is that they can repair idle ships. Docks work like field hospitals, only
better. |
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| |
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| 1 |
One ship at a time |
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| |
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| 2 |
10 HP per second |
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| 3 |
The ships
have to be next to the dock and not in battle. |
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| 4 |
The
Advanced Dock HC Shipment changes the repair rate to 20 hp per second. |
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| Download
my "Unit Comparison" Excel Workbook for a complete unit to unit
comparison of healers in the "Unit-Healer Comparison"
worksheet. |
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