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Medicinal Herbs & Perfumes

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3 levels, each replacing the one before it: you upgrade in place rather than building alongside.

Herb gatherer (Urban) → Perfume Maker (Urban) → Medicine and Perfume Export (Urban)

Levels at a glance

Level Cost Build time Minimum settlement Upgrades to
Herb gatherer (Urban) 1,000 2 large town Perfume Maker (Urban)
Perfume Maker (Urban) 3,500 4 city Medicine and Perfume Export (Urban)
Medicine and Perfume Export (Urban) 7,000 6 large city —

Costs in denarii, build time in turns.

Herb gatherer (Urban)

Herb gatherer (Urban)

The game ships no picture of its own for this level and shows the Local Barter picture instead.

Where nature’s first-aid kit is gathered and prepared, and someone’s probably about to feel better.

Welcome to the ancient version of a “natural pharmacy.”

Here, herdsmen and specialist herbalists can sell the special herbs they encounter in the wild, often having to venture to the most inconvenient mountain tops and ledges to get at the most valuable plants. The herdsmen have it doubly though as they need to find the plant before their flock does as many of them are quite tasty as well. Once here the finest herbs are carefully plucked and expertly prepared by skilled hands that know the difference between a healing plant and something that will leave you in bed for a week.

Whether it's for a sore throat, a nasty fever, or just a “bad day” after battle, these leaves, roots, and flowers are the ancient world’s answer to every ache, pain, and broken heart (though not necessarily in that order).

Cost 1,000 denarii
Build time 2 turns
Minimum settlement large town
Upgrades to Perfume Maker (Urban)

Requirements: all of these must hold before this level can be built.

What it does

  • +1 population health

Perfume Maker (Urban)

Perfume Maker (Urban)

The game ships no picture of its own for this level and shows the Local Market picture instead.

Where luxury meets medicine, and you leave smelling like a god (hopefully not a sweaty one).

The perfume maker is a true artist, blending fragrant oils and exotic flowers to create scents that make the gods jealous. But these aren't just for smelling good at parties.

These scents are also thought to ward off sickness (because who wants a cold when you smell like a rose garden?).

Imported oils, exotic flowers, and maybe a dash of magic are mixed to create fragrances fit for the highest of nobles and most sophisticated of underlings.

If you like smelling rich and fancy (or just want to mask the smell of city life), this is your spot.

Cost 3,500 denarii
Build time 4 turns
Minimum settlement city
Upgrades to Medicine and Perfume Export (Urban)

Requirements: all of these must hold before this level can be built.

What it does

  • +1 population health
  • +2 trade income

Medicine and Perfume Export (Urban)

Medicine and Perfume Export (Urban)

The game ships no picture of its own for this level and shows the Forum picture instead.

The source of good health and good smells.

In this extensive workshop both medicines and perfumes are produced from the herbs that are gathered from the hills as well as those that grown withing the courtyards. The scents that enrich this place will soon be available near you, at an extravangant price. While the most exclusive medicines using Silphium, Mastic, Hellebore, and Asafoetida are carefully prepared to be sold to the most expert healers of the empire.

Cost 7,000 denarii
Build time 6 turns
Minimum settlement large city

Requirements: all of these must hold before this level can be built.

What it does

  • +2 population health
  • +3 trade income
  • (Faction) Healers (tier 2-3) gain +1 health (does not stack with local medicinal herbs, but can stack with other medicinal resources on tier 3)

Traits and retinue

Traits

Trait Building Points Chance
Administrator Herb gatherer (Urban) or above +1 80–100%
Apprentice Trader Herb gatherer (Urban) or above +1 80%
Optimate Sympathiser Herb gatherer (Urban) or above +1 25–100%