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ALso You can't use automaton in them and it's slightly less effective than a fully upgraded infirmary.
Or you can build only medical post and not get gravely sick people so you don't need the infirmary nor the healing hosue.
I had the medical tent last few games but I felt they heal way to slow even with boosts and I kept having people get legs cut off.
Ally badly sick people was heal in the healing house really fast so never had to worry about amputation
Remember you stacked efficiency to get 200%, that's not OP, that's called smart planning lol. Big difference.
Yeah but if I did the same on a starter medical tent it would still suck lol
If I did it on an infirmary It would be ok i guess but i still need to use a steam core and get level 3 research
The healing houses cost almost nothing and taken almost no effort to get lol
Yet they are better than a heaping tent that needs engineers and better than a infirmary that requires level 3 research and steam cores 😂
Exactly why I'm saying the tents need a buff, not the healing house lol.
Healing houses cost you from being able to go order path.
Order path gives a larger production boost for non autos same for autos so costs you production till getting autos out. The tech boost is comparable between the two.
I find faith better as allows for child labor early than using children in house of healing (you still can hit 200% eff using child labor as there that good) Allowing for a headstart on early game resources and hits for staffing hothouse/coal thumper and house of healing freeing up not only eng from med centers to boost tech by a comparable amount to the bonus of order but have kids to staff other things to counter the bonus production of order.
vs order due to not having house of healing med/tech apprentice is basically needed to boost tech ahead to get ahead on tech to not need med or to keep up with med. Making labor more of a pain.
Its quite balanced overall comapiraing the two builds.
Yes comparing house of healing to a med tent house of healing seams op. But comparing the overall cost of taking it and how your build needs to be adjusted for it its not really that op. Its strong as allows you to forgo med tech and focus on other stuff but at the cost of production. Other builds work just as well or better by never having much sick and staying ahead on production and tech to keep heat up making sick quite manageable till the hard storms. At that point they have infirmys due to the extra tech power which are better than house of healing but at a cost of eng and a steam core that I don't like using there myself.
As for tents being to weak disagree. If there where any better there would need to be a lot more sick to counter that. Already on extreme endless and most maps can get by without ever seeing any gravely ill just from tents. Till the 2nd storm. Without doing a single tech upgrade for tents. Without med apprentice to boot. Thats strong enough. You shouldn't be able to get by with basic med all game. There weakness is countered by keeping sick under control. The goal is not to let your pop get sick. A good build keeps your sick down to a level that tents are able to handle. Remember the tents are just that a tent with some want to be doctors trying to save you. There nothing more than first aid.