Hospital
Heals troops wounded in battle, so part of a lost army can be brought back for less than training it again.
Build times at x1 with a level 1 Main Building, which takes 100% of the base time. Click a row to start a range and another to end it.
| Level | Lumber | Clay | Iron | Crop | Total | Pop. | CP | Time | Healing time |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 320 | 280 | 420 | 360 | 1,380 | 4 | 5 | 0:50:00 | 100% |
| 2 | 410 | 360 | 540 | 460 | 1,770 | 2 | 6 | 1:03:00 | 90% |
| 3 | 525 | 460 | 690 | 590 | 2,265 | 2 | 7 | 1:18:00 | 81% |
| 4 | 670 | 585 | 880 | 755 | 2,890 | 2 | 8 | 1:35:30 | 72.9% |
| 5 | 860 | 750 | 1,125 | 965 | 3,700 | 2 | 10 | 1:55:50 | 65.6% |
| 6 | 1,100 | 960 | 1,445 | 1,235 | 4,740 | 3 | 12 | 2:19:20 | 59% |
| 7 | 1,405 | 1,230 | 1,845 | 1,585 | 6,065 | 3 | 14 | 2:46:40 | 53.1% |
| 8 | 1,800 | 1,575 | 2,365 | 2,025 | 7,765 | 3 | 17 | 3:18:20 | 47.8% |
| 9 | 2,305 | 2,020 | 3,025 | 2,595 | 9,945 | 3 | 21 | 3:55:10 | 43% |
| 10 | 2,950 | 2,585 | 3,875 | 3,320 | 12,730 | 3 | 25 | 4:37:40 | 38.7% |
| 11 | 3,780 | 3,305 | 4,960 | 4,250 | 16,295 | 3 | 30 | 5:27:10 | 34.9% |
| 12 | 4,835 | 4,230 | 6,345 | 5,440 | 20,850 | 3 | 36 | 6:24:30 | 31.4% |
| 13 | 6,190 | 5,415 | 8,125 | 6,965 | 26,695 | 3 | 43 | 7:31:00 | 28.2% |
| 14 | 7,925 | 6,930 | 10,400 | 8,915 | 34,170 | 3 | 51 | 8:48:10 | 25.4% |
| 15 | 10,140 | 8,875 | 13,310 | 11,410 | 43,735 | 3 | 62 | 10:17:40 | 22.9% |
| 16 | 12,980 | 11,360 | 17,035 | 14,605 | 55,980 | 4 | 74 | 12:01:30 | 20.6% |
| 17 | 16,615 | 14,540 | 21,810 | 18,690 | 71,655 | 4 | 89 | 14:02:00 | 18.5% |
| 18 | 21,270 | 18,610 | 27,915 | 23,925 | 91,720 | 4 | 106 | 16:21:40 | 16.7% |
| 19 | 27,225 | 23,820 | 35,730 | 30,625 | 117,400 | 4 | 128 | 19:03:50 | 15% |
| 20 | 34,845 | 30,490 | 45,735 | 39,200 | 150,270 | 4 | 153 | 22:11:50 | 13.5% |
| All | 158,150 | 138,380 | 207,575 | 177,915 | 682,020 | +62 | +153 | 145:48:50 | 13.5% |
Levels 1 to 20 cost 682,020 resources and take 145:48:50 at x1, adding 62 population and 153 culture points a day.
Brings some of the dead back. Up to 40% of what a village loses in a battle at home arrives wounded instead of dead, and heals in a queue of its own.
- Healing a unit costs what training it would have cost, so what the Hospital saves is time, not resources - and the time it saves is half, because healing runs at twice training speed.
- One queue for both: infantry and cavalry wait in the same line rather than having one each.
- Siege engines, settlers, administrators and the hero are never wounded, and nor is anything from a village that had no Hospital when the battle was fought. Building it afterwards saves nothing.
- Nothing that hurries training hurries healing - not a Trainer artefact, not a helmet, not Alliance Recruitment. The only lever is the building's own level.
- Wounded troops left out of the queue die at 10% a day, so the queue is a deadline rather than a store.
- It runs beside the Barracks and the Stable rather than competing with them, so a village with all three replaces losses faster than it can train.
The maths. Healing runs on the training curve at half speed: base training time x 0.9^(level - 1), divided by the world's speed, then halved. A Legionnaire that takes 0:10:20 to train at level 10 takes 0:05:10 to heal at that level. Nothing that speeds training up touches it - not an artefact, not a helmet, not Alliance Recruitment, not the Romans' Horse Drinking Trough - which is the easiest thing here to get wrong. Infantry and cavalry share one queue, and siege, settlers, administrators and the hero are never wounded at all.
Strategy. A few early levels can be valuable for active raiders recovering routine casualties; higher levels become more important as battle losses grow.
Verified against T4.6 · checked 2026-08-31 · build times follow kirilloid's model