v2 Hospital System Makes It Harder to Fight (and Work)
Benedict James
Obviously, hospitals are going to work just a little differently in v2. One will not be guaranteed 50 health for fighting. Instead, hospitals will have an effect only on the battlefield, and even then, only between turns.
Additionally, hospitals are going to be subject to new rules: Hospitals will have to balance durability, effectiveness, and area of effect.
That's not all. Hospitals can be captured by the enemy!
What does this mean for the typical soldier? Soldiers will no longer be GUARANTEED a certain amount of health. It is unclear, but right now it seems possible that a soldier will be able just to chill out within the hospital area of effect until his health is back up to normal. In fact, if the hospital is able to boost health back to 100, this may be an exploit that will have to be addressed by the admins.
Working under the assumption, however, that, generally speaking, getting back to full health at the end of the day is going to be more difficult and, if not more difficult, at least more complicated, then there are some issues that individual countries are going to have to address.
First of all, this emphasizes the disparity between the fighting and working class. A member of the working class is not going to want to spend all of his time resting merely to build his health back up, for this detracts from the time he could be studying and earning money.
Secondly, depending on how difficult it will be to regain health on the battlefield, soldiers may find themselves fighting hard one day but then having to rest for the next day or two. During this time, he probably won't have too much incentive to spend time working, or studying. This will further emphasize the disparity between classes.
Thirdly, countries will likely run into a problem of battle fatigue, especially when a country is on the offensive and doesn't have the hospitals available for itself to use. Countries, therefore, will have to time and plan their attacks wisely, so as to avoid sending weak soldiers back into battle, only to get trounced again.
Fourth, as I hinted in the previous point, going on the offensive is going to be extremely taxing, considering the fact that the attacking army likely won't have access to hospitals on the battlefield.
Fifth, hospitals are going to be key players in v2 battles. The attacking army will likely consider them to be worth capturing for their own use and the defending army will depend on them in order to fend off the army.
We have already seen some minor effects from the new hospital rule today. My own party has encouraged people with low health not to fight... a interesting piece of advice you would have never seen earlier in v1 except in extreme circumstances.
Unfortunately, there's not a lot of information with regards to HOW effective hospitals are going to be and there is still lots to explain about how to fight and how hospitals are placed on the map and how they are captured, etc. Still, the above principles still hold true, and this is something that countries need to start thinking about.
v/s
Comments
First 😃 gj 🙂
I think there will be a "Sleep" option for citizens.
Supposedly, you can regain Wellness/Health that way also.
Blue Holt, That's sort of what i meant by "resting."
I could be wrong, but I think the admins have only indicated that resting increases happiness. That might affect your analysis.
That's a great point about hospitals. I get the feeling battles will devolve into attackers and defenders crowding around the hospital fighting for control during the early hours of a battle.
I believe that the hex on which the hospital rest will heal you for whatever Q hospital is available, say Q5. From there it rings out -1 per ring until reaching 0.
My prediction is that there will be a huge shortage of hospitals, houses, and other products on the market for a little while, when the new version is introduced.
Citizens have to divide their skills. There will be a shortage of high skilled workers, and prices will become unaffordable for a little bit, while we wait for things to stabilize.
I think that unless you pay for the game ,fighting will become a Rich Mans Diversion, something for him to do when he's bored. Either that or the Countries will have to start saving up for gifts to get back wellness. It's definitely going to be Ineresting to see how tings play out.
Telling citizens not to fight right now is counter-productive. Unless you seriously mess up (over fight, forget to heal) fighting is a zero sum action. If you fight five times in a Q5 region you gain all of your health back. It doesn't matter if you start at 100 or at 90, you will end up where you started.
If you are concerned for player's health they need to be working at lower quality jobs or purchasing higher quality food/house, or gifting themselves.
Telling citizens not to fight only lowers their fighting capabilities in the long run. It does not increase their health.
I don't think we'll be able to sort out all the nuances until the version change actually comes in. In addition to the public policy questions it raises - whether and where to build hospitals, the other major effect these changes could have is in the area of player incentives. The old royal road whereby players could rank up fast(er) by moving to a hospital state and fighting every day from there seems to be going away. But what takes its place ? I think there will be more and more of a burden for players to help each other out, in ways big and small. This gets tricky, because there is a temptation to put strings on the gifting that one feels are in the recipients' best interests, but just ordering people around is deeply demotivating. So it is hard to win when people get stupid.