Mordachai said:I think we're all agreed that healing is too fast in M&B. And I like your ideas about movement vs. stopped resting affecting the rate of healing.
However, replacing healing is a fair bit of work (means disabling the built-in skill, and replacing it with a hand-made one, and coding all of the parts of the game where it needs to have an effect). So will be a while before I get to it.
Hospitals - I really dislike the idea. Seriously? What 10th or 11th century town had a hospital that *healed* anything? Sure, there must have been infirmaries, but medicine was incredibly primitive and largely wrong-headed. Leaches, blood-letting, crude amputations, unsanitary water, unsanitary general conditions, tons of superstition, no bio-science to speak of, etc., etc. At best you had priests cutting up guts of animals, or performing mumbo-jumbo rituals & rites, and incense for you. if you were rich, that is. Otherwise its get out of bed you lazy !@#$!@ and get the animals fed & work the fields, etc., or you starve to death, period.
Disease, overcrowding, and everyone living in their own or their neighbors wastes (and the animals they all kept) were the norms, and likely the principle limits on population density.
Well while medicine was certainly limited at the time, simply having a set-aside place to rest and be looked after would be of great help to a wounded person.
You don't have to call it a hospital, but armies of the time certainly did understand the merit of letting the wounded rest, and of dressing wounds. Maybe make it only available in castles, and give it a more appropriate name, but have the effects be the same.
Monasteries would often take on the job of caring for sick civilians, so perhaps they should be buildable in towns, and have a small impact on health.