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Two herbalists is not too many.
Three is not too many... it depends on the size of your population.
You will need at least one herbalist in the forest for every one that isn't.
You don't even need trees, since you can trade for herbs.
i had only every put them miles away in forests before.
I tend to make a housing outpost just outside the circle of influence with a barn or small general store (mod), right there. This prevents the workers from having to travel too far to deposit their goods or go home. The market vendors will go to that barn to collect what they need.
My understanding is that this approach (one hut in town, other huts in the woods) is supposed to save time for citizens travelling to the herbalist. Do I understand correctly? :) If so, have you noticed a difference in your town's productivity or health when you have a hut in town and when you don't?
I know your statement is about production of herbs, but what about citizens visiting the herbalist? Do you ever have a hut in town (in addition to those in the woods) just to reduce citizen travel time?
Personally, I've never put a hut in town (but will try it in the future) and have never noticed a negative impact on health or productivity as a result.
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i am playing on largest map with everything spaced out over the whole thing
at the start <100pop maybe a few more i dont think it really matter where you put them.
No but I make sure I have my outposts with my herbalists/hunters/foresters/gatherers all spread throughout the towns, so they never have far to walk.
Thanks. This is exactly what I do. I wind up with multiple herbalists/etc on every map that gets played past a population of, say, 200-300.
I've played numerous large maps and my towns are spread out with multiple non-overlapping markets. Every market radius borders the radius of at least one herblist hut. So, is it possible the productivity loss is only noticeable if (1) you have fewer herbalist huts than the ratio I use, (2) town health is low, or (3) the population is above 2000? (I usuallly have to end a map that hits 2000 because my system starts having noticeable difficulty processing 1500+.)
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A well placed herbalist that still produces herbs would be a better option. But I'm all about maximum efficiency of my towns and workers, depends on how one plays.
Don't know if this is just an oversight by the developer, but the "ancient trees" criteria for growing herbs doesn't appear to be implemented just yet. I have a hunters lodge, 2 forester huts and a herbalist all adjacent to each other and each are producing (with the exception of the daft hunters lodge which is now useless that i have cows) more than my population needs (45/10/12).
A herbalist that isn't producing herbs is working as a laborer, so no waste there. Villagers heal themselves without help from a herbalist, so as long as there's a herbalist assigned to a building and you have herbs, it's all fine.
if they dont need a herbalist to heal then why even have a herbalist at all?
I have 1k stored herbs and people hearts disapears - Soon as I get a herbalist working again they start being used.