Research
Herbalism
#Herbalism Value: 80 pts
Medicinal knowledge - +15% Herbs production.
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Description
❖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.
Creation
Requirements
Must be present (NOT consumed)
Researches:
Farming
Costs
Consumed when created
Time 14000
14s Gold 2200
Research 85 pts
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Production Modifiers
Herbs Production +15%
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Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +15% Herbs production (permanent)
- + Enables Alchemy (elixir production)
- + Enables PopulationManagement
- + Herbs required for Medic maintenance
- + Herbs used in Elixir production
Disadvantages
- - Requires Farming
- - Cost: 85 research, 2200 gold
- - Research time: 14000ms
Warnings
- ! Essential for Medic-heavy strategies
- ! Gates alchemy and medical tech paths
Synergies
Countered By
Scaling
Permanent +15% Herbs production ratio. Stacks multiplicatively with Field and Season bonuses.