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Cellfire Feb 5, 2015 @ 12:46am
Best place for a herbalist even if not next to any trees
So I jsut worked out the herbalist huts need to be staff for people to be healed.

This makes me wonder -

If I only have 1 herbalist biulding on the far right of the map

Should I make another even if its next to no trees on the far left?

So to cut out people running all the way from one side to the other.

I noticed market keep a few herbs at all times. So they should jsut go to the market then to their herbalist on the left.
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Showing 1-14 of 14 comments
jensenthecat Feb 5, 2015 @ 11:28pm 
They like to consult with the herbalist.

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.
Last edited by jensenthecat; Feb 5, 2015 @ 11:32pm
AlP Feb 6, 2015 @ 12:51am 
Yes, it's useful to have multiple herbalists. I usually put one next to each market.

You don't even need trees, since you can trade for herbs.
Cellfire Feb 6, 2015 @ 3:07am 
ok thanks will start doing that now :)

i had only every put them miles away in forests before.
Pirate Queen Feb 6, 2015 @ 6:55am 
Herbalists, if you want them to produce anything at all, should be in the woods; they need old trees for the herbs to grow, so within a forester's range is ideal, that way the trees will constantly be replanted, and they'll be a balance of young and old trees. You can even have the forester not cut any trees and only plant them for optimal production. Having an herbalist building that isn't producing herbs is a waste of manpower and resources; putting a market right next to that herbalist will drastically reduce their production as there will be no trees in a large chunk of that circle of influence.

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.
Last edited by Pirate Queen; Feb 6, 2015 @ 6:56am
Cellfire Feb 6, 2015 @ 8:30am 
think you missed what i was after but still good info for others that may not know that

SeriouslyDave Feb 6, 2015 @ 9:52am 
I see two different approaches here and have some questions:

Originally posted by Owlchemist:
I usually have one in town, staffed by 1 person. He won't provide any herbs, being in town, but it prevents people from venturing out into the wilderness to herbalist in the woods.

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?


Originally posted by d3adc0d3:
...Having an herbalist building that isn't producing herbs is a waste of manpower and resources; putting a market right next to that herbalist will drastically reduce their production as there will be no trees in a large chunk of that circle of influence...

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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Last edited by SeriouslyDave; Feb 6, 2015 @ 9:53am
Rei'No Otoko Feb 6, 2015 @ 10:08am 
play a large map of any type, and you will suffer production loss, from the travel time to visit one Herbalist, you may not see it, but its there and its very significant, that is if your using the full map to build your town on.
Cellfire Feb 6, 2015 @ 10:16am 
it made a difference in my town after adding one or 2 more in near market/groups of houses

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.


Pirate Queen Feb 6, 2015 @ 11:04am 
Originally posted by SeriouslyDave:
I see two different approaches here and have some questions:

Originally posted by d3adc0d3:
...Having an herbalist building that isn't producing herbs is a waste of manpower and resources; putting a market right next to that herbalist will drastically reduce their production as there will be no trees in a large chunk of that circle of influence...

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?


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.
Last edited by Pirate Queen; Feb 6, 2015 @ 11:04am
SeriouslyDave Feb 6, 2015 @ 2:12pm 
Originally posted by d3adc0d3:
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.



Originally posted by Rei'No Otoko:
play a large map of any type, and you will suffer production loss, from the travel time to visit one Herbalist, you may not see it, but its there and its very significant, that is if your using the full map to build your town on.


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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Pirate Queen Feb 6, 2015 @ 4:55pm 
Originally posted by Owlchemist:
Originally posted by d3adc0d3:
Herbalists, if you want them to produce anything at all, should be in the woods; they need old trees for the herbs to grow, so within a forester's range is ideal...

Well, not that old.
ComponentDescription _naturalResource = "Template\NaturalResourceHerb.rsc";
float _minSpawnAge = 1.1;

An herb will spawn on any tree older than 1.1 months old. Wild food on the other hand can potentially spawn on sapplings just as soon as they are planted.

Originally posted by d3adc0d3:
Having an herbalist building that isn't producing herbs is a waste of manpower and resources;

I disagree. It's not that different from adding another worker to a market. A market vendor brings in resources so your citizens don't need to ventures out to pick it up. Likewise, an in-town herbalist also prevents citizens from venturing out of town.


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.
grazr Feb 6, 2015 @ 6:10pm 
Originally posted by d3adc0d3:
Herbalists, if you want them to produce anything at all, should be in the woods; they need old trees for the herbs to grow...

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).
AlP Feb 6, 2015 @ 11:26pm 
Originally posted by d3adc0d3:
Having an herbalist building that isn't producing herbs is a waste of manpower and resources;

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.
Cellfire Feb 6, 2015 @ 11:35pm 
Originally posted by AlP:

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.


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Date Posted: Feb 5, 2015 @ 12:46am
Posts: 14