I think having something like a herb garden building that can grow medicinal herbs and roots would be very useful for mid- to-late game. It would decrease the reliance on gathering while also maintaining a steady supply of these resources for towns with higher populations.
Seconded. There’s just no reason why herbs and medicinal roots couldn’t be cultivated in gardens, like it has been done by monasteries in the middle ages.
Also orchards should have the added option to plant nut trees (walnuts, chestnuts etc.) for a significant and steady nut supply.
YES!
Being able to grow our own nuts would be fantastic.
OMG, so many bad jokes come to mind.
I just reread my comment, and, yeah, the jokes practically write themselves!
i suggested this months back, got no reply.
As pointed out in the Posting Feedback tips thread:
maybe a way that the healer building can cover its own costs somewhat by developing their own herb garden
I look forward to the foraging station upgrade when it comes out. Additionally, willow branches Also, if the fishing rest area is upgraded, it would be nice to be able to upgrade it to a continuous fishing or fish farm using nets and traps.
Yeah. Or even move herbs deposits like blueberry bushes so that we can cultivate our own little herb garden
Yeah, this is a good idea, something I’ve considered from time to time but always fell by the wayside… I think we can get to it eventually.
Maybe could be that you assign a forager to start trying to cultivate a forage item that is within their work radius.
Foragers aren’t that bad, people just feel bad most of the time they do nothing. End of the day they are still the most efficient food “manufacturer” in the entire game. While other facilities usually produce food with ratio 200:1 (200 food per 1 employee), forager can do 1000+:1.
I can imagine how tricky this could be. Perhaps it would be easier just to introduce new building type?
If this change can come with an upgraded Forager Hut, could the storage limits be increased as well as the Forager’s carrying capacity increased so they can spend more time foraging and less time transporting? Perhaps transporting after the harvest season on all herbs in the building’s radius has ended, reducing their winter downtime?
Perhaps that winter downtime could be spent tending to something inside the upgraded building? Something in the same vein as the Apothecary who uses herbs, glassware, and honey to create Medicine?
We could make it such that cultivating forage items provides a more stable, large quantity but the collection is a bit slower as a trade-off, possibly allowing for 2 foragers per upgraded building. There’s definitely ways to balance it.
“Foragers aren’t that bad, people just feel bad most of the time they do nothing.” Hah yeah, this seems to be a perpetual issue for obsessive optimizers, where really, things are balanced such that you shouldn’t really have to keep moving people around each season to be successful. I feel like we should just “idle” status to “organizing their house” lol
We would still want them to work in their work area right? So perhaps 2 foragers in 1 building could solve it:
Forager 1 - no change
Forager 2 - playing garden?
That’s why it seems tricky to me, to not let forager lose his current functionality after the upgrade or some way to control these peeps what they should be doing.
I would love if we could upgrade the forager’s hut to have a second person and it would either give you two areas to concentrate on or provide the ability to grow/move bushes into the radius of effect you already have. I tend to keep my forager huts close to the areas they need to be, but they should also be close to a root cellar and trading post and a well and…well, you get my point. I’d love a way for it to be more efficient to have them use some of that “down time” to run product, grow new things, or move bushes.
You are very wrong, forager is not inefficient. Forager is the most efficient occupation in the game. Sure, half of the time he does nothing but he is still more efficient than anyone else, there is no match, not even close. With just 20% working time, he can “produce” more food than hunter or any other food manufacturer over a whole year.
In Lowland Lakes they are. I don’t even touch them in Arid Highlands. Until I have Preservists (set at 0 Root Vegetables, 10 Fruit, 1 Berries - though next time I play I will need to see how my Root Vegetables go with livestock buildings preferring to travel further for Hay), my berries only go into a Root Cellar in my industrial district to avoid those workers getting scurvy (they get it often). The food is just a bonus for me, it’s the Herbs, Willow, and maybe Medicinal Root that are important.
It’s why I’m a supporter of an upgrade to the Forager Hut that can give us a garden and another thing they can make - could make it quite worth it outside of Lowland Lakes
Perhaps the Happiness system could use another mechanic that requires a percentage of villagers to have idle/leisure time, in order to incentivize players to stop obsessively optimizing their workforce? And, no joke, I do think replacing “idle” with a variety of mundane daily tasks like “caring for children”, “gossiping”, “chasing skirts” “dusting eaves”, “washing hair”, “daydreaming” etc would go far to de-stigmatize the notion of idleness in the game. Idle is a generic, blank statement that makes us angry at our villagers for being non-productive whereas different phrasing might evoke a different response in players. Just write like 50-100 lines of flavour text to replace “idle” at random every time a villager has nothing else to do. For our villagers to have (at least the text impression of) personal lives beyond their jobs, and there being a game mechanic requirement to allow for this, would bring a lot of character and interest to the game.
Oh and right yes herb gardens. Please upgrade. Thanks.
Herb gardens as part of decorations? That three square strip decoration placed at the back or in between houses, but only if a forager can access the herbs in the known map area?