Herb Farm: Difference between revisions
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|image = [[File:herb_farm_preview.png|200 px]] | |image = [[File:herb_farm_preview.png|200 px]] | ||
|caption = The British would be proud. | |caption = The British would be proud. | ||
|icon = [[File:herb_farm_icon.png]] | |icon = [[File:herb_farm_icon.png|30px]] | ||
|cost = [[File:herb_icon.png|20 px]] × 10 | |cost = [[File:herb_icon.png|20 px]] × 10 | ||
|building_type = [[Agriculture]] | |building_type = [[Agriculture]] |
Revision as of 20:39, 10 March 2023
Herb Farm | |
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The British would be proud. | |
Building Information | |
Icon | |
Building cost | × 10 |
Category | Agriculture |
Sub-category | Farms |
Produces noise? | No |
Components | 0 |
Expandable? | Yes |
Component Requirements | None |
Production Information | |
Input | None |
Output | +2.00 |
Herb Farms are agriculture constructs under the "farms" sub-category. They produce herb from gathered herbs. Herb seeds can be harvested from wild plants or by importing herbs from abroad. If a settlement has no herbs anywhere in storage, herb farms cannot be made. The efficiency of the farm depends on the fertility of the soil the farm is built on, the skill of the workers, and many other factors.
High irrigation will also help herb farms, and can be increased if there is water in the tiles right next to it. This means that if the water is surrounding all or most tiles of the farm, it will receive the maximum amount of help the water could provide. Rain will also help herb farms. Herbs can be used to make rations.
Herb farms are affected by climate, with a -10% penalty in Temperate climate regions and a -30% penalty in Warm climate regions.
Herb farm production can be sped up by acquiring upgrades with knowledge points.
In-game description
"Grows herbs. Herbs are not edible, but has other uses."