Apothecary
Everything it needs is in the game.
Two apothecaries make medicine from honey.
Building window In game
What opens when you click it.
3D model In game
Card In game
The blueprint card you buy to unlock it carries the same glyph.
In the game now Game data
Its live recipes, who uses its goods and how you unlock it.
| Recipe | Mode | Uses | Makes |
|---|---|---|---|
| 1 | Remedies | 1 Raw Honey | 1 Medicine |
| 2 | Bandages | Bandages: 1 clothes cut to strips and 1 honey make 2 medicine for wounds. | |
| 3 | Phials | Phials: 1 honey and 1 glassware make 2 medicine, kept clean in glass. | |
| 4 | White bole | White bole: 1 kaolin and 1 honey make 2 medicine, the old healing earth. | |
| 5 | Glass phials | Glass phials: 1 glassware and 1 honey make 5 medicine, many small phials, bottled and stoppered. | |
| 6 | Salve jars | Salve jars: 1 pottery and 1 honey make 3 medicine, potted as a salve. | |
Research: tier 3 node, base cost 900 research points.
Planned design Planned
Its planned design is built.
production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the services group.
Inputs and outputs
- Makes medicine grades
- Needs herbs, honey, alcohol
Goods and chains
What it takes in and gives out, with the buildings on the other end.
All stats Game data
- Model
- house 4
- Footprint
- 7.5 x 7.5 m
- Door
- front side, offset 0 m
- Build cost
- 30 wood, 20 stone
- Build work
- 3,000
- Builders at once
- 3
- Storage
- 80 medicine
- Card slots
- 1
- Makes
- medicine
- Work per batch
- 120 ticks (6 s of work)
- Workers per level
- 2
- Works outdoors
- no
- Consumes
- Honey: 1
- Tier
- a
- Needs town hall level
- 4
States In game
The plate above the building in town.
The green ring fills as the current batch is made.
Workers come here before Normal buildings.
Stopped until haulers take the output away.
Nobody is assigned.
You closed it; workers go elsewhere.
Upgrades 1 to 10 Planned
For this building only. Levels 5 and 10 are the big steps. Live today: 1 level(s).
| Level | Adds | |
|---|---|---|
| 1 | Built | The starting building |
| 2 | +2 workers | More hands |
| 3 | +10 % work speed | Faster work |
| 4 | +50 % storage | Bigger yard |
| 5 | Seasoned crew | +10 % work speed for everyone here |
| 6 | +2 workers | More hands |
| 7 | +10 % work speed | Faster work |
| 8 | Better yield | +5 % medicine |
| 9 | +50 % storage | Bigger yard |
| 10 | Master apothecary | +1 medicine from every batch |
Realm progression Planned
Paid once for the whole realm; helps every Apothecary you own, old and new.
| Tier | Name | Effect | Needs |
|---|---|---|---|
| I | Medicine guild | +5 % medicine at every Apothecary | 1 Apothecary |
| II | Better tools | -10 % work time | 2 of them |
| III | Hauling roads | Haulers from every Apothecary walk 10 % faster | 3 of them at level 3 |
| IV | Bigger yards | +25 % storage at every Apothecary | 4 of them |
| V | Master builders | Upgrades cost 15 % less | one at level 5 |
| VI | Apprentices | +1 worker place from level 5 | 6 of them |
| VII | Medicine charter | +10 % medicine | two at level 7 |
| VIII | All-season work | No slowdown outside the peak season | 8 of them |
| IX | Guild halls | Card effects here +10 % | one at level 9 |
| X | Royal medicine works | +15 % medicine, -15 % upkeep | one at level 10, 10 in the realm |