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Herbalist + Upgrades = Trouble

Posted: Sat May 07, 2005 8:21 pm
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.

Posted: Sat May 07, 2005 8:49 pm
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 :)

Posted: Sat May 07, 2005 9:13 pm
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:

Herbalists

Posted: Mon May 09, 2005 1:51 pm
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.

Posted: Mon May 09, 2005 8:46 pm
by bodidley
How do you move population from one city to another?

Posted: Mon May 09, 2005 9:01 pm
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.

Posted: Tue May 10, 2005 2:16 am
by bodidley
Yes, I've already figured it out :oops: It would have been useful to know beforehand. Thanks for the answer though!

Re: Herbalist + Upgrades = Trouble

Posted: Mon Oct 20, 2008 11:27 am
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?

Posted: Mon Oct 20, 2008 5:29 pm
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...

Posted: Tue Oct 21, 2008 8:19 am
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 ;)