PALE BLUE ROSELibrary

Apothecary

Fully implemented

Everything it needs is in the game.

Two apothecaries make medicine from honey.

Building window In game

What opens when you click it.

Apothecary
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Medicinethis batch
Storage & realm supply
Medicine here0 / 80
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
Apothecary
Unlocks the Apothecary
30 wood · 20 stone

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.

RecipeModeUsesMakes
1Remedies1 Raw Honey1 Medicine
2BandagesBandages: 1 clothes cut to strips and 1 honey make 2 medicine for wounds.
3PhialsPhials: 1 honey and 1 glassware make 2 medicine, kept clean in glass.
4White boleWhite bole: 1 kaolin and 1 honey make 2 medicine, the old healing earth.
5Glass phialsGlass phials: 1 glassware and 1 honey make 5 medicine, many small phials, bottled and stoppered.
6Salve jarsSalve 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.

ApothecaryProduction · level 1 · 2 / 2 workers
×
One batch (game data)
1 Honeyinto1 Medicine 120 ticks
Speed
Work speed100 %
Productivity90 %
Motivation80 %
Job happiness70 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.02 %
Injury a year0.2 %
Needs schooled
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 2 workers6 grain
Building1 tools
Condition100 %

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

honeyintomedicine
  • Makes medicine grades
  • Needs herbs, honey, alcohol

Named by

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.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

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).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % medicine
9+50 % storageBigger yard
10Master apothecary+1 medicine from every batch

Realm progression Planned

Paid once for the whole realm; helps every Apothecary you own, old and new.

TierNameEffectNeeds
IMedicine guild+5 % medicine at every Apothecary1 Apothecary
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Apothecary walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Apothecary4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIMedicine charter+10 % medicinetwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal medicine works+15 % medicine, -15 % upkeepone at level 10, 10 in the realm

Same category