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Thread: Alchemy Advice

  1. #1

    Default Alchemy Advice



    Want to turn ordinary metals into cold hard gold? Do you desire a simple powder that will strike fear into your foes and elevate you to a god in the minds of your enemies?! Join the likes of Roger Bacon and Paracelsus in your pursuit of alchemy. Need more reasons? Ok, fine.

    Benefits you receive when you build an Alchemist's Lab:


    Governor finishes building Alchemist's Lab
    --30% chance +1 to Intelligent
    --25% chance to get an apothecary in your general's retinue (+1 Fertility, Hitpoints +4)

    General in a settlement who hasn't moved at all by the end of his turn -
    --Military Path: 5% chance each to acquire or gain 1 level in the traits Intelligent, RhetoricSkill, PoliticsSkill, MathematicsSkill, and LogisticalSkill
    --Generals (civilian path) have a higher chance to gain a level in those skills!
    --3% chance to get an alchemist in your general's retinue (Hitpoints +2, GunPowderCommand +1)
    --3% chance to get a brilliant inventor in your general's retinue (+30 build points, +1 farming output, 20% bonus to mining income)
    --10% chance to get a brilliant scribe in your general's retinue if settlement has at least a town hall(+1 Authority, 10% bonus on tax income)

    When a character comes of age
    --2% chance +1 to Intelligent

    When you train a Merchant (in settlement w/ alchemy lab or greater)
    --15% chance to get a Counterfeiter in your general's retinue (+1 Finance)

    When general hasn't moved at all by the end of his turn & settlement has a fairground & character is Superstitious (the traits Silly Beliefs, Superstitious, & Slave to Superstition)
    --15% chance to get a magician in your general's retinue (+1 Local Popularity, +1 Morale)

    When a general comes of age & father has alchemist in Retinue
    --10% chance to get Fine Armor in your general's retinue (Hitpoints +4)

    When a Student has chosen Civilian Education after 3rd turn as a Student
    --5% chance each to acquire or gain 1 level in the traits GoodAdministrator, InspiringSpeaker, MathematicsSkill, Intelligent, GoodGunpowderCommander


    Additional bonuses for having an Alchemy School in your faction:
    These stack with the ones from the Alchemist's Lab

    Governor finishes building Alchemy School
    --30% chance +1 to Intelligent

    When a character comes of age & your faction has 1 Alchemy School or more anywhere-
    --3% chance +1 to Intelligent

    When you train a Merchant & the settlement has an Alchemy School
    --50% chance to get a Merchant Clerk in your general's Retinue (+1 Finance)

    When general hasn't moved at all by the end of his turn & Command > 3
    --3% chance to get a doctor in your general's retinue (Fertility +1, Battle Surgery +10)

    Additional bonuses when a settlement has a Master Alchemist's Guild
    --20% chance your assassin will get a poisoner in his retinue when recruited (+2 Subterfuge)


    To sum things up, you really should have an alchemy lab or school in the settlement where you're sending your students to study. Planting a general there when there's a lull in the fighting is also a good idea. This way they both will have many chances to get some of these traits and retinue as they're sitting on their butts doing nothing. The bonuses for merchants allow them to immediately get a leg up on the competition as well. So embrace alchemy, my friends, and pray that the dice be with ye

  2. #2
    Foederatus
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    Default Re: Alchemy Advice

    Nice thread musicdemon realy makes it clear!
    [SIGPIC][/SIGPIC]

    Ten soldiers wisely led will beat a hundred without a head.

    Euripides

  3. #3

    Default Re: Alchemy Advice

    Neat thread - everything about alchemy that I was afraid to ask about... lol...

  4. #4

    Default Re: Alchemy Advice

    How bout we add a small chance that your leader 'Wants to be immortal"

    Some Alchemists would concoct crazy mixtures of "Mercury" and other really bad stuff to prolong the life a power hungry leader....Back then it was supposed to have "health" benefits...Little did they know it was poison...

    Raise the chance a little if he's got high dread ( Power hungry)

    Negative effect on hit points.....fertility and life span

    Falling under the sway of these mad scientists wasn't all roses, if you know what I mean

  5. #5

    Default Re: Alchemy Advice

    bizarre.

    alchemist lab should give:

    * -5 income (a city gives around 10 income)

    * chance of governor get sick

    * chance of governor have more kids

    * chance of governor have stupid kids

    * chance of wife to be barren

    * chance of sudden explosions with catastrophic consequences (fire in your city, leads to plague like pop lose + 10% of your buildings may be caught and destroy)

    * +2 squalor

    * -5 piety (new alchemist retinue is not of any church´s liking)

    * 5% chance of getting excomunicated every turn that king has retinue (he can get

    * higher chance of recovering casualties after battle

    * -2 authority. same as with piety, but this is fit for a king.

    * chance to stumble upon a new poison (+3 assasin´s agent skill)

    * double the jew prestamist amounts (good relations with francmasonerie means more nobility circles may accept you, out of the sight of church)


    thats more like it.
    Last edited by ivanhoex; February 12, 2009 at 02:39 PM.

  6. #6

    Default Re: Alchemy Advice

    * chance of sudden explosions with catastrophic consequences (fire in your city, leads to plague like pop lose + 10% of your buildings may be caught and destroy)

    That's a great event! Like to see the Tokus artwork for that one! It has to be a mix of positive and negative....and to make it fun...Really extreme on either end

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