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Of course, herbalist #2 and further only come into play once I've established my colony well enough to provide all the necessities...
I've gone as low as 2 hearts and it didn't go into some kind of death spiral situation like it does when people are struggling for food. Supposedly unhealthy people may experienced more deaths, but because we don't know that it was caused by being unhealthy, we just take it as a typical death situation in the game, and as long as we have enough backup population to handle it, we just move forward.
Eventually, the health comes back up. Whether that's because the really unhealthy ones died off, and the new average is higher, or because we finally got all the different kinds of foods available, it's good again.
So in my opinion, because a town can benefit from even just 1 herbalist, I have an herbalist job. Later as I want to depend on herbs for trading, then I may add a few more.
But in general, once I get to trading, I wouldn't have such a big need for the herbalist to heal the people anymore. It may still happen as all the villagers live and grow , but I don't notice that aspect of a villager needing the herbalist nymore since my attention is somewhere else.
The villagers continue to work decently well with 3 hearts of health and 3 stars of happiness, so getting it to 4 and 5 is just for our own mental goal of seeing it all full as much as possible.
If you manage to keep people over 4 hearts it'll rarely happen (never at 5 hearts) so it doesn't matter much. If your population's health drops though, people will waste a little bit more time so making sure they can visit the herbalist when they want to is a decent idea. The ideal solution is still to provide a prefectly balanced diet so no one's health can drop. In that case you can just keep the herbalist because the building is cute with its little garden, but it'll be useless except for herb trade.
One thing about herbs though: they use the same spawn points as wild food under the trees. If you have a forest node with a gatherer and don't get rid of the herbs, you can see the food production drop as herbs overtake the whole place. For that reason I always put an herbalist hut near the gatherer with as much overlap in their circles as possible (and then sell the herbs). If you've moved to purely using farms/orchards for veggies and fruits and don't use a gatherer, then it's nothign to worry about.
And yet again, something new I did not know. I didn't know the herbs shared the same code line as the food for spawning. So you are correct, needed or not, A herbalist will help to keep the food for the gathering post as high as possible. Now I hafta think about building the herbalists. Thank you Vrayna.
So do you put a Herbalist into every forestry node as well? Or do you do as I saw someone else advise, put the herbalists at the radius line, on either side of the forestry node? Takes two herbalists to do the job, but you don't lose the land space to the Herbalist. I have even heard of people putting the hunting post with the Herbalist, and making mini nods like that, without a forester, or gatherer, just in a smallish natural forested cove.
The exception to my general "herbalist just across from the gatherer" style is when using mods that add a specific herb gathering tool. Then I'l often use that to clear all herbs every few years.
It seems to be more taxing on the population's resources, time, etc to use fire wood as an income. I've always found herbs a much better money maker.
I place my herbalist next to the houses to reduce worker's travel time. And I use gatherers or the gather resources tool to collect herbs.
You can set limits on individual resources. They will just stop picking them up, unless you tell workers to clear an area.
The citizens will still use herbs if you don't have a herbalist. The healing is half as effective.
All happiness affecting buildings and wine provide the same amount of happiness. You don't need one of each for maximum happiness. The church requires a worker and has a maximum capacity.
According to the wiki...
So, to be efficient in my saves I use just a well. A well at every group of houses (or two depending on the number of house), it saves burning buildings, saves space and greatly reduces travel time.
The wiki doesn't say wells increase happiness but my citizens are happy to idle there just fine.
I always build an herbalist. In this culture and era herbalists were very important and it just seems right to have one. It is true you can get along just fine without them but I like to have them. And, that little herb garden in MM is great.
No, that is incorrect. The citizen will go to storage, or Market if there is a market, to collect a herb. Then go looking for the Herbalist to administer the Herb for them. As it is "in its raw form at the markets" The Herbalist turns it into a healing drink?? Idk, but just having herbs is not enough to boost health. The Herbalist, won't just hand over a Herb, as she doesn't generally have the time to run to storage for each individual that knocks on her door lol. So the person needing the extra health, is responsible to get the herb before tracking down the Herbalist.
What do herbs have to do with farms and orchards? Herbs are not a food.
For me the issue is more often having grains than fruits, but if you're lucky with seeds at the start and have fields producing veggies and grains and a source of meat or fish, you only lack the fruits.
I use a lot of mods, I've basically turned the game into sim city. LOL. I haven't played a vanilla game in so long I don't even know if I could. I'm retired and am not looking for a challenge anyway. A little weed and some good crops and I'm entertained for hours.