The game guide says:

Medical centers are the best buildings if you want to save your men from dying after a though fight. In fact, medical centers allow your wounded units to be healed at the end of a fight and therefore to reduce your maximum combat losses. The number of troops healed depends on the number of centers you have per land; you will be able to heal up to 10% of your wounded units per medical centers per land. That is, if you have 1.5 medical center per land you can heal up to 15% of your units, this bonus is limited to 20%.
Decreases close combat damages by 50 per center on attack (max 1 damage per unit).
Decreases close combat damages by 75 per center on defense (max 2 damages per unit).

The part that gets me is about "close combat damages"... Should we only be saving casualties from the melee battle phase, and long range hits are insta-kills. Or should we have the casualty saving apply to casualties across the board?

It's a seemingly smol thing, but I'm actually confused by the game guide description of the function... Right now, I have it set to go across total casualties, but we can make it only save melee casualties if that's what it's supposed to do.

I think just for the sake of MCs it should be a blanket savings % and we can update the guide to reflect that. If we switch it to "close combat casualties" I think it will nerf the MCs a bit.

I interpreted this as both heal up to 20% from the whole fight AND reduce close combat (melee) damages.

trupheus Right now they work like this:

Each side gets a healing % based on how many MCs they have per acre, up to a maximum of 20%.

That % is calculated after the battle is over, and it applies to all unit losses across all combat phases (ranged, short, and melee).

So if a player lost 1,000 troops and had 20% healing from MCs, they’d actually only lose 800, since 200 are “revived” after the fight.

What it does not do:

MCs currently don’t reduce damage taken during the battle itself.

They also don’t specifically apply only to melee phase casualties, even though the game guide may suggest that.

Interpreting game guide
It might have meant that Medical Centers weaken the opponent’s melee attacks or strengthen your own melee defense, during the melee phase. Like a passive combat buff.

Or “melee casualties” was just being used loosely to refer to casualties from the close-range combat, i.e. the attack (melee) phase. The intention might have been: “Medical Centers heal a portion of the units lost in that phase.” But then it got misinterpreted or exaggerated to sound like MCs affect melee combat itself.

We could code it to affect the melee combat phase, but idk logically how that makes sense, fighters fight harder knowing there's medical help available? Lol. Or we could nerf the MC to only heal melee units, if that's how we're interpreting the guide. Or we can update the guide to reflect the new simple mechanic of a blanket heal %. OR we further buff the MC by giving a % heal for total casualties AND additional % for melee on top of it.

    Lord Thane I vote: Update the guide, Back in the old days I remember nobody built MC also, is a good way to not being zeroed

      TheKeeper

      I have been trying to remember the early era. There was indeed rounds we used MC's until they got NERFED

      Something that would be nice, having a line in the BR that says how much the MCs revived at the end of the battle.

      For the attacker with MCs, I assume the revived troops are with the army?

      What might also be a neat feature is to have the 'saved units' march home in like 6 hours and the rest of the army and general do the regular amount.

      Is "revived" units part of the battle reports? If it is, is it separated by what it was that revived them? I'm thinking it would be nice to assess functionality of clerical magic and medical centers. Both of which I intend on assessing in the near future.

        MithicYort yeah they show up in the reports in the form of lower casualty numbers. It doesn't currently give you specifics in the reports though, about how many were saved due to MC, but they do work as described - as far as my testing went the other day at least.

          13 days later

          I just remembered something.

          When did half effectiveness for MC's on offense get added? Was it early or later?

            Jules I think it was added later but before that it would not affect offensive battles at all?

            Can’t be sure though

            Maybe people will consider MCs in their build decisions, seeing that they are so much more valuable now 🙂

            I can't see nerfing them, does anyone even have any? I just checked, there are 3 players that have 9 MC between them lol