Sick Soldiers are Useless

Can you please set “Seeking Medicine” to override all other considerations and send people to their home/Healer’s House? I just lost 4/6 soldiers to Typhoid because they wouldn’t go home, rest up, seek medicine, get soap/fresh water, etc. With Foragers, Hunters, and Fishermen, I have to toggle the building off/on to change the person’s profession (leading to lost time as is).

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Follow-up here: there’s a problem in general with what I think of as “Double-Sheltered” types. Hunters, Foragers, Fishermen, and Soldiers both stay in their work areas 24/7 AND never visit their actual Shelter. The former creates Seeking Medicine problems and can kill Soldiers easily. The latter leads to Shelters not upgrading on schedule when the inhabitants are 4/4 some combination of the above types.
Solution(s): Either have the above types of Buildings count as Housing for the people in it, and the people in it stock their Housing accordingly OR have the above Jobs visit their Shelter and stock it once/year at a random interval when not being moved around (i.e. avoid Soldiers leaving battle to refill the water and firewood at home).

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Without going into the code to verify, the issue is that the game appears to be tracking both the primary Shelter (often empty of clean water and soap and medicine/herbs) and the secondary Shelter (work area). So, these types get sick more often as a result of their primary Shelter being crappy, and Soldiers die more often as a result of the lack of medicine, soap, and water at both the Barracks and the Shelter.

Proposed Solution: The Workspace Shelter counts, they don’t get a Shelter spot otherwise. While, yes, that would mean you would end up with more Shelter spots, it’s inefficient and does not contribute to gold generation, so there’s no exploit.

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Ah, just a little bump here since I also ran into this.

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