Medical Care
Loadout Network //
Active Dossier:
Medical Care
Loadout Network // 01 Of 04
[ Loadout Network ] // 01 Medical Care ▼
[ SYSTEM DOSSIER // LOADOUT // LOAD-01 OF 04 ]
// INFANTRY SUPPORT
MEDICAL CARE
Medical Care unlocks consumable battlefield support for infantry: temporary defensive reinforcement and timed healing. Higher research levels strengthen both effects and introduce additional Technical Teams requirements at the top tier.
Category
Loadout
Doctrines
Shared
Infantry Defense
+20% → +50%
Healing
+2 → +6 HP / Day
[ MEDICAL SUPPORT READ ]
Infantry Support
Defensive Boost
One-combat-round infantry defense bonus scales
+20% → +30% → +50%.
Recovery
Healing improves
+2 → +4 → +6 HP/day.
Level 3 extends the healing duration to
3 days.
Top-Tier Cost
Level 3 defense and healing effects require
Medicines + Technical Teams,
explicitly linking the first two Loadout branches.
Shared Doctrine Research Timing
Eastern, European and Western doctrines all unlock Medical Care
Level 1 on Day 1,
Level 2 on Day 9 and
Level 3 on Day 17.
No doctrine selector is required.
[ MEDICAL CARE CONFIGURATOR ]
Select Research Level
Select Basic, Advanced or Modern Medical Supplies.
Defense effect, cost, healing strength and duration update
directly from the supplied progression.
[ ACTIVE MEDICAL CARE PROFILE ]
BASIC MEDICAL SUPPLIES // LEVEL 1
RESEARCH L1
Research Day
1
1 → 9 → 17
Infantry Defense
+20%
+20% → +30% → +50%
Healing
+2
HP per day
Healing Duration
2
Days
Healing Cost
5
Medicines at Level 1
[ MEDICAL CARE PROGRESSION ]
Research & Effect Scaling
| Level | Research | Day | Infantry Defense | Defense Cost / Unit | Healing | Healing Duration | Healing Cost / Unit |
|---|---|---|---|---|---|---|---|
| Lvl 1 | Basic Medical Supplies | 1 | +20% | 1 Medicine | +2 HP / day | 2 days | 5 Medicines |
| Lvl 2 | Advanced Medical Supplies | 9 | +30% | 2 Medicines | +4 HP / day | 2 days | 7 Medicines |
| Lvl 3 | Modern Medical Supplies | 17 | +50% | 3 Medicines + 1 Technical Team | +6 HP / day | 3 days | 10 Medicines + 5 Technical Teams |
[ EFFECT ARCHITECTURE ]
Defense & Healing Are Separate
Defensive Enhancement
Applies an infantry defense bonus for one combat round.
The effect scales
+20% → +30% → +50%.
Its consumable cost is tracked independently from healing.
Healing Effect
Restores
2 → 4 → 6 HP per day.
Duration is
2 → 2 → 3 days.
Healing has its own per-unit consumable cost.
[ CONSUMABLE PRODUCTION ]
Medicines Production
| Produced Item | Requirements | Production Cost | Production Time | Batch |
|---|---|---|---|---|
| Medicines | Arms Industry Lv1 · Military Hospital Lv1 · Basic Medical Supplies Lv1 | 250 Supplies · 250 Fuel · 100 Electronics · 500 Money | 1 day | 20 Medicines |
Level 3 Dependency // Technical Teams
Modern Medical Supplies introduces a second consumable into the
medical system. Level 3 defense costs
3 Medicines + 1 Technical Team per unit,
while Level 3 healing costs
10 Medicines + 5 Technical Teams per unit.
This dependency is explicitly supplied by the source and links
Medical Care to the next Loadout branch.
[ EFFECT RULES ]
Stacking, Splitting & Charges
Duration Stacking
The duration of an improvement is indefinite when the effect
itself has no fixed duration.
Effect Stacking
The effect is divided by the number of units in an army.
Repeated applications stack until the maximum effect is reached.
Split Behavior
When an army carrying the improvement is split, the effect is
distributed so the larger group receives the larger share when
the units are divided unevenly.
Charge Consumption
Charges are consumed per affected unit. For healing effects,
a charge is consumed when the healing tick occurs. If
insufficient charges remain, the effect is proportionally
reduced according to the available charges.
[ APPLICABLE UNITS ]
Infantry-Family Loadout
Infantry Loadout
The in-game Medical Care effects are shown as applicable to
the infantry-family units displayed in the loadout panel.
This dossier keeps that as an
infantry-family rule
rather than assigning unit names that are not textually
identified by the source.
Defense Charges
The defensive enhancement consumes
one charge for each combat round
in which the bonus is used.
Charges can be stacked.
Data Separation // Research ≠ Consumables ≠ Effects
Research day determines when a Medical Care level becomes
available. Medicines production is a separate consumable-production
layer. Infantry defense and healing are separate effects with
independent per-unit costs. Technical Teams only enter the supplied
Medical Care costs at Level 3. Stacking, split behavior and charge
consumption are effect rules and are not baked into the displayed
defense or healing values.
[ LOADOUT ARCHITECTURE ]
Five Independent Layers
01
Research L1–L3
02
Medicines Production
03
Infantry Defense
04
Timed Healing
05
Charges / Stacking / Split
[ LOADOUT // 01 OF 04 ]
Next Dossier // Technical Teams
Medical Care is documented. Continue with the second Loadout
branch and the Technical Teams consumable system linked to
top-tier Medical Care.
