Herbs? Herb gardens?

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The Sociologist
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Herbs? Herb gardens?

Postby The Sociologist » Thu Aug 17, 2006 12:02 am

Herbs? Herb gardens? What's going on? And also why only on grassland? Myrrh, for example, is a product of a tree that would grow in very hot dry conditions. Most probably in a scrubby bushland in near-desert conditions, or in a desert oasis. Several other products listed would grow in forests or the timberline regions of high mountains. Even tea growns best in hills, etc, never on grassland plains.

Could someone explain the intention behind this, please?
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wichita
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Postby wichita » Thu Aug 17, 2006 12:28 am

Herb gardens can also be built on plains.

This is an addition to
1) introduce the concept of agriculture and cultivation to the game
2) aid the spread of the herbal mixtures across the Cantrian globe without demanding sustained intercontinental trade

The limitation to only the grasslands and plains locations was chosen to simulate overall climate/soil fertility conducive to farming, as well as provide a level of game balance to encourage trade. (Yes I know you how much all of you love that phrase.)
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The Sociologist
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Postby The Sociologist » Thu Aug 17, 2006 1:12 am

How will having all herbs restricted to only plains and grasslands help encourage trade? :? There's that little issue of an area called "Pok Mountains" Very big. Not much going on...

Anyhow I'm glad you guys now admit that intercontinental trade doesn't work. But surely it would have been preferable just to scatter the herbs around on the existing continents?

For example, "The tea plant is an evergreen of the Camellia family that is native to China, Tibet and northern India . There are two main varieties of the tea plant. The small leaf variety, known as Camellia sinensis, thrives in the cool, high mountain regions of central China and Japan. The broad leaf variety, known as Camellia assamica, grows best in the moist, tropical climates found in Northeast India and the Szechuan and Yunnan provinces of China. The plant produces dark green, shiny leaves and small, white blossoms."

One lot mountains, the other forests. No mention of plains and grasslands. And Myrrh would be deserts, and so on. Many more examples in that list of yours.
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Bowser
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Postby Bowser » Thu Aug 17, 2006 2:15 am

I have built a herb garden, and can use it to grow herbs, however the mechanics are still a bit of a puzzle. In order to grow the herbs, I still need the actual herbs as resources. So, I can do nothing with the herb garden at this moment but spread dung over it.
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Mykey
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Postby Mykey » Thu Aug 17, 2006 2:22 am

It is remarkable, it is rather valuable piece
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Bowser
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Postby Bowser » Thu Aug 17, 2006 2:38 am

I was hopin gthe garden could grow the herbs wihtout any sort of seeds, but of course that wouldn't be realistic. In order to grow Aloe Vera, you need Aloe Vera. So a Herb Garden is a way to multiply your herbs by 10 fold. I build an Apothecary table long ago, but have never had any herbs to into it. As a long time player, most of my characters are in well established regoins and there are no herbs that I know of. so now I have a garden that can multiply herbs I don't have. I assume this is okay to post because we do not keep these things secret anymore and we have the wiki.

10 x zero = zero

In one day you can produce 140 grams of aloe vera. You will need the following raw materials:
14 grams of aloe vera
105 grams of fertilizer
105 grams of water
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TatteredShoeLace
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Postby TatteredShoeLace » Thu Aug 17, 2006 2:55 am

My char on the other hand has a use for the herb garden. Exploring a new land with a stranger, he's built an herb garden for the stranger's new home in hopes that the stranger will continue to collect new herbs as he explores, while my char will return to his home island. So long as I can find 1 gram of an herb, I can make as much as I want. And with any luck, my char will return in several years and the stranger will have all sorts of new herbs for me to take home.


I like how the garden works. You can't grow something without the seeds.
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fishfin
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Postby fishfin » Thu Aug 17, 2006 7:21 am

in the wiki it says that you need 2000g of fertilizer to make a garden, in the game it says that you don't need that (for some reson it wouldn't let me correct it even though I was loged in to my wiki acount). When I looked at the garden in the build menu in Cantr it listed 'herb garden' twice.
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Spider
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Postby Spider » Thu Aug 17, 2006 7:30 am

Twice because one is for grassland and another for plains.
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Postby Duckers » Thu Aug 17, 2006 9:35 am

I was of the opinion that 'water' had been deleted, until not long ago, when one of my blokes came across some. I mean, he nicked it, so it's with him now...
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SekoETC
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Postby SekoETC » Thu Aug 17, 2006 10:24 am

And wells were added.

Sociologist, stop whining. One of my character has been very successful in trading between islands, and I bet he isn't the only one.
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Mykey
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Postby Mykey » Thu Aug 17, 2006 10:58 am

Your opinion, this your opinion
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MakeBeliever
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Postby MakeBeliever » Thu Aug 17, 2006 11:03 am

Hmm i don't know if it's just me thats noticed, but there does seem a boat explosion and people island hopping like never before. I have every faith all kinds of herbs will be hitting the islands without them before you know it. I have a char with a whole fistful of them, and having fun learning the lingo is all i can say. But with just one seed there will be an explosion of trade for them and the more found the more people will grow. So all we have to hope for, is that some sailors learn how to navigate correctly and not get sucked into the blue. :lol:

And hopefully one of my other chars can finally make that ancient coffee pot that some helpful thief decided to start brewing in the guard house and jail so many years ago. Although my chars havn't seen coffee as yet, but it's out there somewhere. And there will be an apothecary hayday just like the cooking frenzy that swept through cantr of late. It's just a matter of time. And they are going to be trading goldust Yay. Well they will be for a short while with their novelty. Then the herb Garden can be used in the near future maybe to grow your Cantr babies in Like cabbage patch kids. :wink:
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SekoETC
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Postby SekoETC » Thu Aug 17, 2006 11:44 am

My Swedish character has found aloe vera and garlic. Too bad the uses are so limited. It would be cool to make extra tasty garlicky food or aloe shampoo... How to simulate them ingame is a bit tricky but that's how I'd use them.
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wichita
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Postby wichita » Thu Aug 17, 2006 2:20 pm

fishfin wrote:in the wiki it says that you need 2000g of fertilizer to make a garden, in the game it says that you don't need that (for some reson it wouldn't let me correct it even though I was loged in to my wiki acount). When I looked at the garden in the build menu in Cantr it listed 'herb garden' twice.


That was an error that needs to be updated in the wiki apparently. Thanks for pointing it out. :)


MakeBeliever wrote:Hmm i don't know if it's just me thats noticed, but there does seem a boat explosion and people island hopping like never before. I have every faith all kinds of herbs will be hitting the islands without them before you know it. I have a char with a whole fistful of them, and having fun learning the lingo is all i can say. But with just one seed there will be an explosion of trade for them and the more found the more people will grow.


And this is exactly right. Believe it or not, RD is actually considering reosurce data points outside of the English sphere of influence. *gasps* :shock: The herbs are being discovered - hell, phosphorous has been discovered too - the long awaited dawn of the New Cantrian Age is upon us and we have actually planned ahead for it! :shock:

The quest is set. We know the goal is attainable. Who is going to meet the challenge?

Now to fix up the rest of the half-finished implementations the current RD generation inherited....
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