Hospital
The Hospital is the Maltese Barracks replacement. It trains and upgrades Maltese infantry while healing nearby idle friendly units, combining military production with a field-support role.

Recorded values
- Cost
- 100 Wood
- Available
- Commerce Age
- Builder
- Settler and its counterparts, Military Wagon
- Function
- Trains and upgrades infantry
- Construction
- 20 sec · up to 8 builders
- Structure
- 1,500 hit points · 18 line of sight · 4x4 footprint
Function
Available in the Commerce Age, it costs 100 Wood and takes 20 seconds to build. It has 1,500 hit points and heals idle units for 2 hit points per second within a radius of 8. Its roster includes Maltese infantry such as Sentinels, Fire Throwers and Hospitallers, according to Age and access.
Placement & timing
Build Hospitals where infantry production can support a defended position and damaged troops can recover between fights. Healing applies to idle units, so move injured troops out of combat before relying on the aura.
Maltese infantry production and healing aura
The Maltese Hospital costs 100 Wood, is available in the Commerce Age and takes 20 seconds to build. It has 1,500 hit points and trains Maltese Infantry, including Pikemen and Crossbowmen for 40 Food and 40 Wood, Sentinels for 60 Food and 40 Coin, and Hospitallers for 120 Food and 80 Coin. It also heals idle friendly units at two hit points per second within a radius of eight. Because healing stops being useful while units are active in combat, withdraw damaged troops to the Hospital after an engagement and protect the building from siege. The structure combines a Barracks and a Field Hospital at a lower construction cost than building those roles separately, but it has fewer hit points than a Barracks and heals much more slowly than a dedicated Field Hospital. Use multiple Hospitals only if the Maltese army has enough infantry and defensive coverage to benefit from both production and recovery.
Idle-unit condition and unit roster
The Hospital’s healing aura affects idle units only, so units must leave combat before the two-health-per-second recovery begins. Pikemen and Crossbowmen each cost 40 Food and 40 Wood, while Sentinels cost 60 Food and 40 Coin and Hospitallers cost 120 Food and 80 Coin. Use the building’s queue to replace infantry and its aura to prepare survivors for the next push.
Maltese infantry production and healing aura
The Hospital is the Maltese Barracks replacement. It trains and upgrades infantry while healing nearby idle friendly units at two hit points per second within an eight-unit radius. It becomes available in the Commerce Age for 100 Wood, takes about 20 seconds to construct and has 1,500 hit points. Its roster includes Sentinels, Fire Throwers and Hospitallers according to Age and access, so the Hospital connects army production with recovery.
Use healing between engagements
Place Hospitals where infantry can reinforce a defended position and injured troops can recover between fights. Healing applies to idle units, so move damaged soldiers out of combat and within range rather than expecting the aura to restore units under fire. The Hospital has only a three-by-three footprint and should be positioned to avoid blocking the army’s path. Build additional production only when the Maltese economy can sustain it, and keep the building safe so it continues to support the force.