What I would like to see is, that potions and bandages get different roles
- Every hearthling can equip one potion if available. The game will prioritize soldiers to get the available potions first and if all soldiers have a potion with them, citizens start to get one too.
- When health drops below 50%, the hearthling will automatically drink a potion which heals a small amount of health (25% maybe).
- Potions do NOT heal status effects that got caused by dropping below 75% / 50% / 25%health (see bandages)
- A health potion can only be used once per ingame day (hearthling receives a debuff named “prevent overdose” once the potion got consumed)
- There should be an extra window for global potions that increase stats from all citizens. When opening this window, you can click on the potions to consume them and buff all your citizens.
- Bandages can only be used by an herbalist and when hearthlings lie in a bed
- Bandages always heal 100% health (but heal over time), no matter how much health a hearthling lost! The difference between the lower and higher quality bandages is, that higher quality bandages need less time to heal a hearthling by 100%. So if it takes 60 realtime seconds (at normal game speed) to fully heal a hearthling with 25% health, it may only take 20 seconds with the best quality bandages.
- Bandages DO heal status effects that got caused by dropping below 75% / 50% / 25%health.
- Since the cleric does the same job as the herbalist, but better, I suggest that the cleric can’t heal wounds (like I suggested with the potions). This makes the herbalist indespansable in the long run, because you need someone who treats wounds from badly hurt hearthlings.
This would make the herbalist class way more important and also more useful. Right now the herbalist gets kinda “useless” once you have a cleric around.