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Or just don't take so much damage.
It still wastes a lot of movement though...
P.S. Outposts can only be built by heroes, right?
And Barbarian scouts.
How does it waste movement?
It is your decision if you want to heal your troops or go straight into the next fight. If you think it is a waste, just don't do it.
If your troops are too hurt to fight, they won't be of much use anyways if you don't heal them right? So just send them back to heal, and move on with the rest of your army if you are in such a hurry to get to the next fight.
And if your whole army (or more of it than you can spare for the fight) needs healing before battle, how is it a waste to make sure they heal faster?
Without any bonuses you heal 5 hp per turn outside your borders. In your own territory you heal 25 just for being in your territory. So depending on how much you need to heal, you are saving a lot of time by going inside your borders.
With just a bit of nature affinity you can add another 15 hp/t from natural recovery, and fast recuperation is just 10 on top, so it is not nearly as effective as just making sure you can retreat to your territory after tough battles - I would recommend that for faster healing even if you have fast recuperation.
The barbarian scout can also build them, but it costs more and takes longer. Other than that though, yes only heroes/leaders can build them. The expectation is that you have at least one hero with the army when you want to establish a more permanent foothold, and are not just quickly moving through.
As I said, I initially started playing with default Humans, so I am looking things through that limited lens. In those runs, I could recuperate quite fast and did not have to wait around to get to full health. I know there is opportunity cost to Fast Recuperation, but not having it is suddenly quite jarring.
Also there's a lot of empire traits for world map healing. Shadow has one for healing in enemy territory, chaos has one for healing whenever you raze something, nature has one for healing way faster in your own territory, materium has one where remaining movement points are converted into healing.
Thanks - the Materium one sounds amazing!
It is, but it's very late in the materium line, accordingly.
The two Affinities oppose each other, but investing in both of them is a good way to go if you want your armies to remain in peak fighting condition.
At the end of Materium affinity, there's also a perk that heals your units based on the remaining world map movement. Waiting a single turn is usually enough to heal all of your units to (almost) full health, especially if they are fast units like cavalry or flyers. It's a pita to get to the ned of Materium if you aren't focusing on it to begin with, but it IS a nice perk to have.