Herbalist + Upgrades = Trouble

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scarfacetarraff
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Herbalist + Upgrades = Trouble

Post by scarfacetarraff »

Okay, maybe not trouble. But, I find this structure extremely annoying in regards to the number of citizens created to the point I'm constantly having to build peasants and disband them. The herbalist works well until I've got enough workers in all my cities, then it becomes an issue of micromanagement. How do others use the herbalist? It seems one per empire is plety.
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bvg
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Post by bvg »

herbalists rule, until the city is full, when you should exchange it with a temple, or another production building. Its the only reason for the destroy building button for me :)
scarfacetarraff
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Post by scarfacetarraff »

bvg wrote:herbalists rule, until the city is full, when you should exchange it with a temple, or another production building. Its the only reason for the destroy building button for me :)
And for me too, I've discovered. :wink:
"Hasta la victoria siempre!"
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honvedseg
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Herbalists

Post by honvedseg »

Having an herbalist in the early stages of the game is a decisive advantage, especially if built in a centrally located settlement, where it can easily send excess population to fill your other minimally occupied small villages. This allows you to quickly use all three initial slots of your resource generating facilities, where the AI can only fill one or two. Later in the game, the herbalist becomes a liability, and should be demolished. I have NEVER upgraded an herbalist to anything higher.
bodidley
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Post by bodidley »

How do you move population from one city to another?
efthimios
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Post by efthimios »

Peasants unit. Create one from a city that has enough free/available population, transfer it to another city that you need it, disband it in the city, free population point for that city.
Plato was right.
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bodidley
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Post by bodidley »

Yes, I've already figured it out :oops: It would have been useful to know beforehand. Thanks for the answer though!
ikki
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Re: Herbalist + Upgrades = Trouble

Post by ikki »

triari wrote:Okay, maybe not trouble. But, I find this structure extremely annoying in regards to the number of citizens created to the point I'm constantly having to build peasants and disband them. The herbalist works well until I've got enough workers in all my cities, then it becomes an issue of micromanagement. How do others use the herbalist? It seems one per empire is plety.
Why would you have to?
Isnt it a pretty good food -> silver converter?
Redpossum
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Post by Redpossum »

When a Peasant unit is disbanded, it adds one to the population of the nearest city. This means you don't need to move "immigrants" all the way to their new city, just near enough that it's the closest city to them.

Yes, I often have over-population problems in the late game. Just use your peasant units as cannon fodder!

And I don't understand at all the comment about a food-to-silver converter. Is the person saying this under the impression that he/she is getting silver back upon disbanding Peasant units? Because that's not true, AFAIK...
ikki
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Post by ikki »

possum wrote: And I don't understand at all the comment about a food-to-silver converter. Is the person saying this under the impression that he/she is getting silver back upon disbanding Peasant units? Because that's not true, AFAIK...

I meant that overpopulation would be a good thing, rather than a bad one. Afterall everyone pays taxes, wheter they work or not, right?
And as such, building herbalists in every town and further upgrading even.. would lead to a vast population that pays just as vast taxes :D

Also you give your people, whether working or not, their food rations as centrally decided.

So the food to silver conversion refers to the ratio between food rations and taxed silver, and to the fact that a excessively large population would lead to great taxincomes. Therefore large populations turn lage amounts of food into silver ;)
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