Learn about the Herb Gatherer and Retail buildings in The Settlers, including their production chains and upgrade costs.
Walkthrough
- 1Herb Gatherer: This building has three upgrade levels, requiring increasing amounts of wood and storage capacity. Herbs appear on the minimap (a small map showing nearby areas). One herb gatherer can support a single pharmacy. It is generally not worth building until your town is running smoothly, as diseases are rare and mostly event-triggered. Once you have 25-30 herbs in your storehouse and 9 medicine in the pharmacy, stop production unless a plague breaks out. If a plague occurs, resume production. The goal is to have 9 medicine ready for sale and 25-30 herbs in the storehouse to produce more, which should be sufficient for any plague.
- 2Retail Buildings: These buildings take raw materials from the storehouse to create finished goods sold to other settlers. Retailers make money and pay taxes to tax collectors. Settlers needing goods go to the marketplace (the center of town) to wait for a retailer's product. Keep retail shops close to the marketplace for efficiency. Retail buildings can be upgraded through three levels, each adding a settler and increasing efficiency. Only busy retailers attend festivals or sermons. Retailers have more needs than resource gatherers, requiring food, clothing, entertainment, cleaning supplies, and decorations as your city upgrades.
Specific Retail Buildings:
- Butcher: Uses animal carcasses to produce sausage. Competes with the Tanner and Soap Maker for materials. 3-4 hunters can supply 2 butchers, 2 tanners, and 2 soap makers.
- Baker: Uses grain to bake bread. 1 grain farm with 3-4 fields can support 2 bakers. No competition for grain.
- Smokehouse: Turns raw fish into food. 1 fisherman can support 2 smokehouses. No competition for fish.
- Dairy: Turns milk into cheese. 1 cattle ranch with 1-2 pastures can support 2 dairies. No competition for milk.
- Tanner: Turns animal carcasses into clothing. Competes with Butchers and Soap Makers for materials.
- Weaver: Turns wool into clothing. Competes with the banner maker and theater for wool. 1 sheep farm with 1-2 pastures can support 2 weavers, 1 banner maker, and 1 theater.
- Broom Maker: Uses wood to make brooms. For a young settlement, 3-4 wood cutters can support 1 broom maker. Later, 1-2 wood cutters can support 2 broom makers.
- Soap Maker: Uses animal fat from carcasses to make soap. Competes with the Butcher and Tanner for materials.
- Pharmacy: Turns herbs into medicine for plagues. 1 herb gatherer can support a single pharmacy.
- Tavern: Provides entertainment by making mead from honey. Competes with candle makers for honey. 1 beekeeper with 3-4 beehives can support 2 taverns and 1 candlemaker.
- Bath House: Uses water from the marketplace fountain for warm baths. Cow and sheep pastures compete for water. A fully upgraded marketplace can support 3 cow pastures, 3 sheep pastures, and 2 taverns.
- Theater: Uses wool to make costumes for plays and sells tickets.
Tips
- Keep retail shops close to the marketplace.
- Only build Herb Gatherers when needed, as herbs can clog up storehouses.
- Ensure you have enough raw materials before building multiple competing retailers (e.g., Butchers, Tanners, Soap Makers).
- Monitor resource competition, especially for wool and animal carcasses.
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