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Loadout Network // Active Dossier: Medical Care
Loadout Network // 01 Of 04
01 Medical Care 02 Technical Teams 03 Crew Training 04 Heavy Equipment
[ Loadout Network ] // 01 Medical Care ▼
01 // Medical Care CURRENT 02 // Technical Teams RESEARCH 03 // Crew Training RESEARCH 04 // Heavy Equipment RESEARCH
[ 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.

View Progression ↓ Return to Units
// MEDICAL CARE DOSSIER
Archive Loadout
Dossier LOAD-01 / 04
Research 3 Levels
Research Days 1 / 9 / 17
Doctrines Shared
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
DAY 1 // DEFENSE +20% // DEFENSE COST 1 MEDICINE // HEAL +2 HP/DAY // DURATION 2 DAYS // HEAL COST 5 MEDICINES
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.
Open Technical Teams →
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