Herbalism
Research

Herbalism

#Herbalism
🔒 Locked Research Economic Tier2
Value: 80 pts

Medicinal knowledge - +15% Herbs production.

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Description

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Knowledge of medicinal and magical plants. Increases herb production by 15%.

📖 Full Encyclopedia Entry ▼

Herbalism unlocks the secrets hidden within plants and fungi. Healers learn to identify, cultivate, and process herbs for medicine and alchemy. This knowledge forms the foundation for advanced potions and magical concoctions. The +15% Herbs production bonus supports Medic population maintenance and Elixir production.

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Creation

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Requirements

Must be present (NOT consumed)

Researches:
📖 Farming
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Costs

Consumed when created

⏱ Time 14000
14s
💰 Gold 2200
📖 Research 85 pts
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Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

⚙ Production Modifiers
💎 Herbs Production +15%
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Strategic Context

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Advisory information only. Does not affect gameplay mechanics.

Role Tier 2 economic - herbal production foundation
Relevance 🌱 Early Game
Type Unique
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Advantages

  • + +15% Herbs production (permanent)
  • + Enables Alchemy (elixir production)
  • + Enables PopulationManagement
  • + Herbs required for Medic maintenance
  • + Herbs used in Elixir production
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Disadvantages

  • - Requires Farming
  • - Cost: 85 research, 2200 gold
  • - Research time: 14000ms
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Warnings

  • ! Essential for Medic-heavy strategies
  • ! Gates alchemy and medical tech paths
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Synergies

Forest field: Herbs bonus stacksMedics: Require Herbs maintenanceAlchemy: Converts Herbs to ElixirAdvancedAlchemy: Further Herb/Elixir bonuses
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Countered By

Mountain/Desert: Limited herb production
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Scaling

Permanent +15% Herbs production ratio. Stacks multiplicatively with Field and Season bonuses.