Herbalism
Research

Herbalism

#Herbalism
🔒 Locked Research Economic Tier2
Value: 80 pts

Medicinal knowledge - +15% Herbs production.

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%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

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

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

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

Countered By

Mountain/Desert: Limited herb production
📈

Scaling

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