I’d love for monasteries to work as healing buildings as it would make sense contextually (as historically religious houses were also hospitals) and also just give more utility to monasteries as a whole. Monks and monasteries are pretty All In or None at All in AoE2, you either have great monks that convert an entire enemy army against their former player or you’re missing some key tech that makes even building the monastery a waste of time to begin with. A dedicated healing garrison that otherwise can’t fight back and has low defenses would give them a niche that every civ could appreciate and enjoy and especially be useful to new players. Maybe lock it behind the herbal medicine tech before accessing it though that would screw over a few civs that lack access to that tech lol.
Agreed, there's such a disparity between good monk civs and barely usable monk civs, this would at least expand the use case of monasteries. Only a few civs miss Herbal Medicine, and among them are Huns, for who it would be fitting not to have a hospital-type monastery.
iirc one of my World Building Civ have a Castle Age unique Tech that allows their Barracks units(Swordsmen and Spearman line) to garrison inside Barracks for Healing and garrisoned units inside the Barracks will have their population cost reduced by -40%, so a Barrack with 10 Pikemen inside will only take up 6 Population space which will turn back into 10 population space once the Pikemen are ungarrisoned. It basically make non-monk/castle healing in Castle Age somewhat possible plus leaving a bit of population space if you're trying to boom and don't have the time to build houses as garrisoning 10 Barracks unit will quickly give 4 population to use faster than building a house, while in Late game you can have a big push by preparing a great Infantry Horde inside your barracks.
I don't think production building healing is generally necessary. early game you can use your tc for everything but light cav, and mid/late game you have monks and castles. SW and docks tho.......Maybe it's just me, but is repairing siege and especially ships quite tedious? Wouldn't it be nice if garrisoned siege and ships would or could repair themselves, obviously still costing the same resources. Also why is it that docks, barracks, stables, and archery ranges can garrison units AS they're being created, but not after? Obviously 99% of the time, there'd be no point to garrisoning the units if there wasn't any healing. But that one time you make a dock and build a ship and ship comes out the wrong side of the dock and is trapped, instead of chucking your pc out of a window, you could just garrison the ship, and ungarrison it on the other side. tho......and it'd be expensive, and tedious, but hypothetically you could chain, barracks for example, to be right next to each other, a long line of them, each one set to ungarrison and garrison into the next, to facilitate long distance and nearly instantaneous transport. I think that's already possible with khmer vills and houses. Also dock garrisoning could really change up hybrid maps, and gujaras would need a different bonus. maybe garrisoned fishing boats heal for free.
Yeah, some applications of this would be kind of niche, I almost just view it as a minor QOL thing for some buildings. Although I think there's a reasonably large window for healing cavalry - before you can afford a castle, and if you don't specifically need monks for conversion, i.e if you're going cav vs archers (especially if garrison healing was generally improved as we've talked about). The ability to garrison archers is also situationally powerful, even without healing, especially in a forward. Similar case for monks, so these might even need restrictions. Monastery garrison is not essential given monk healing, I just think it's kind of silly that it doesn't exist except for a couple units in the Fortified Church. It also provides an immediate defensive benefit to a monastery whether or not you make monks right away. Docks and SW garrison would be interesting and useful. I don't know how often SW garrison would be used for rams/scorps, etc, but it might make sense to put nearly-dead BBCs or even trebs in SWs to repair for free.
Thanks! YT basically stops pushing my channel at all within ~48 hours of no uploads, so I kind of have to upload when possible to not drop off the face of the earth. Also grinding extra hard to hit that 1K Subscribers as well.
Not sure if it’s historically correct, but i have seen in movies where churches were supposed treat sick/wounded people and care for them. So it kinda make sense to garrison and heal units. Would it be reasonable to allow a generic monastery to garrison non-combat/villagers and heal them? No firing arrows though. To offset the balance/plainness between fortified church and regular monastery? Also, We already have the healing aura effect with caravansarai to heal trade carts. It would be nice to have a similar healing effect to monasteries healing nearby villagers within an areas.
Yeah, I think that would be reasonable. It's usually not worth it to heal villagers in a TC, so a high healing rate monastery might be worth it more often.
In game though healing is much more limited to units surviving battles rather than healing rate. And it will remain under used until it is so overpowered it is abused by in this example building monastery’s all the way to the enemy base and hopping in and out so as to never lose a unit.
It may be, IDK. I know you can start with a Feitoria or other buildings, but I don't remember ever getting a fortress. If you do start with one, it would have the same high healing rate.
very good idea. what about a new tech for monasteries, costing stone and wood and makes the monastery gain extra hp. in real life monasteries were used as refuge.
😂😂That is epic fun for the devs lol. Actually ali buildings should bem garrisonable and have the same heal rate all but the monasetries. Those should have more heal rate but hot so high lol 100%more then regular buildings is enough
Dude, your work ethic stands out.
Love to see your content
Thank you!
Imagine it as a team bonus. Would be one of the more impactful ones for sure, even if they reduced the rate to something more similar to a castle
Definitely would be interesting as a TB
This channel need a much wider audience. Top quality AoE2 content.
Thanks, definitely an uphill battle standing out from the millions of other videos out there, but I appreciate the support!
I’d love for monasteries to work as healing buildings as it would make sense contextually (as historically religious houses were also hospitals) and also just give more utility to monasteries as a whole. Monks and monasteries are pretty All In or None at All in AoE2, you either have great monks that convert an entire enemy army against their former player or you’re missing some key tech that makes even building the monastery a waste of time to begin with. A dedicated healing garrison that otherwise can’t fight back and has low defenses would give them a niche that every civ could appreciate and enjoy and especially be useful to new players. Maybe lock it behind the herbal medicine tech before accessing it though that would screw over a few civs that lack access to that tech lol.
Agreed, there's such a disparity between good monk civs and barely usable monk civs, this would at least expand the use case of monasteries. Only a few civs miss Herbal Medicine, and among them are Huns, for who it would be fitting not to have a hospital-type monastery.
iirc one of my World Building Civ have a Castle Age unique Tech that allows their Barracks units(Swordsmen and Spearman line) to garrison inside Barracks for Healing and garrisoned units inside the Barracks will have their population cost reduced by -40%, so a Barrack with 10 Pikemen inside will only take up 6 Population space which will turn back into 10 population space once the Pikemen are ungarrisoned.
It basically make non-monk/castle healing in Castle Age somewhat possible plus leaving a bit of population space if you're trying to boom and don't have the time to build houses as garrisoning 10 Barracks unit will quickly give 4 population to use faster than building a house, while in Late game you can have a big push by preparing a great Infantry Horde inside your barracks.
That's really clever.
Reminds me of Empire Earth, that game has Garrisons/Fortresses where you could store units and they'd stop counting towards the pop cap
@@migueeeelet So, it's not population, but unit control. Great idea.
I don't think production building healing is generally necessary. early game you can use your tc for everything but light cav, and mid/late game you have monks and castles.
SW and docks tho.......Maybe it's just me, but is repairing siege and especially ships quite tedious? Wouldn't it be nice if garrisoned siege and ships would or could repair themselves, obviously still costing the same resources.
Also why is it that docks, barracks, stables, and archery ranges can garrison units AS they're being created, but not after? Obviously 99% of the time, there'd be no point to garrisoning the units if there wasn't any healing. But that one time you make a dock and build a ship and ship comes out the wrong side of the dock and is trapped, instead of chucking your pc out of a window, you could just garrison the ship, and ungarrison it on the other side.
tho......and it'd be expensive, and tedious, but hypothetically you could chain, barracks for example, to be right next to each other, a long line of them, each one set to ungarrison and garrison into the next, to facilitate long distance and nearly instantaneous transport. I think that's already possible with khmer vills and houses.
Also dock garrisoning could really change up hybrid maps, and gujaras would need a different bonus. maybe garrisoned fishing boats heal for free.
Yeah, some applications of this would be kind of niche, I almost just view it as a minor QOL thing for some buildings. Although I think there's a reasonably large window for healing cavalry - before you can afford a castle, and if you don't specifically need monks for conversion, i.e if you're going cav vs archers (especially if garrison healing was generally improved as we've talked about).
The ability to garrison archers is also situationally powerful, even without healing, especially in a forward. Similar case for monks, so these might even need restrictions. Monastery garrison is not essential given monk healing, I just think it's kind of silly that it doesn't exist except for a couple units in the Fortified Church. It also provides an immediate defensive benefit to a monastery whether or not you make monks right away.
Docks and SW garrison would be interesting and useful. I don't know how often SW garrison would be used for rams/scorps, etc, but it might make sense to put nearly-dead BBCs or even trebs in SWs to repair for free.
Dude you make a new video so often! It's very impressive
Thanks! YT basically stops pushing my channel at all within ~48 hours of no uploads, so I kind of have to upload when possible to not drop off the face of the earth.
Also grinding extra hard to hit that 1K Subscribers as well.
The most impressive thing is how you manage to come up with all the alliteratios video after video :D
Thats for when they add Tibetans :P
It all makes sense! For real though, I hope they add Tibetans someday, despite the controversy
Not sure if it’s historically correct, but i have seen in movies where churches were supposed treat sick/wounded people and care for them. So it kinda make sense to garrison and heal units.
Would it be reasonable to allow a generic monastery to garrison non-combat/villagers and heal them? No firing arrows though. To offset the balance/plainness between fortified church and regular monastery?
Also, We already have the healing aura effect with caravansarai to heal trade carts. It would be nice to have a similar healing effect to monasteries healing nearby villagers within an areas.
Yeah, I think that would be reasonable. It's usually not worth it to heal villagers in a TC, so a high healing rate monastery might be worth it more often.
the part of teutonic knight was good, you should make more of them like story scenarios
This video is an easy like
Brutal and totally unexpected. Thanks
Admiral is awesome at alliteration
In game though healing is much more limited to units surviving battles rather than healing rate.
And it will remain under used until it is so overpowered it is abused by in this example building monastery’s all the way to the enemy base and hopping in and out so as to never lose a unit.
I thought it was possible to start with a fortress in mega random. If so I wonder if it has this insane healing rate?
It may be, IDK. I know you can start with a Feitoria or other buildings, but I don't remember ever getting a fortress. If you do start with one, it would have the same high healing rate.
very good idea.
what about a new tech for monasteries, costing stone and wood and makes the monastery gain extra hp.
in real life monasteries were used as refuge.
like it
Your videos are so pretty have an great aura
Thanks!
😂😂That is epic fun for the devs lol. Actually ali buildings should bem garrisonable and have the same heal rate all but the monasetries. Those should have more heal rate but hot so high lol 100%more then regular buildings is enough
Definitely the lack of units being able to get inside most buildings is wacky
That is really cool
I thought you'd given TKs a healing ability like the warrior priest
Nah, would be cool for a templar or hospitaller unit though!