Buildings · Impediments · Perks · Resources · Units

Herbalist

1InfrastructureJob Kind HealthJob Kind Healthdetail

Description

The Herbalist harvests wild plants and sells them to doctors, alchemists and healers. The local population will also benefit from his knowledge, making the young men healthier and less prone to diseases.

Core data

ID
90
Alias
ID_STRUC_HERBALIST
$Alias
$ID_STRUC_HERBALIST
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
HERBS+, Mpw+, Heath+
DLC notes
-
Constraints
Herbalist
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
1
Is depot
No
Is fort
No
Is city structure
No
Is harbor
No
Authority gain
0
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
75
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Output_ResourceDrugs & Herbs x 1

Outputs

Output fieldValue
Manpower_Output1

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
Upgrades to
Master Herbalist
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

Garrison category
0
Units in this garrison category
No units mapped for this garrison category
Units unlocked by this structure
No units directly requiring this structure
WallValue
0
SiegeResist
0
CounterRaid
0
FT_Level
0
FT_MinLevel
0
FT_MaxLevel
100
FT_LevelChange
0

Transverse outputs (from linked modifiers)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_HerbalistID_MOD_STRUCTURE_HERBALISTHerbals and VirtuesHealth Bonus: 5%