Some thoughts!
Several types or levels of materials:
- Common materials (lvl0-1)
- Earth, stone, grass, sand, wood, coal
- Extremely low monetary value
- Base metals (lvl 1-3)
- Lead, iron, copper, nickel, zinc, tin
- Low monetary value
- Fine metals (lvl4-7)
- Steel, bronze, mercury,
- Significantly improved monetary value
- Noble metals (lvl6-10)
- Gold, silver, platinum, palladium, iridium
- High monetary value
- Royal metals (lvl10-12)
- Unobtanium, adamantium, vibranium
- Base minerals (lvl1-5)
- Quartz, magnetite, fluorite
- Fine minerals
- Beryl, spinel, topaz, opal, pearl, aquamarine
- Noble minerals
- Diamond, emerald, ruby, sapphire, amethyst
- Royal minerals
- Gallicite, Empirite, Tecnorite
Alchemy is not for 1.4.0 but should be okay for 1.4.1 and here are some more questions, each with their own answer:
- Should alchemists have a rank, power or some other kind of defining trait that sets them apart?
- Don’t know if I want to give them a different rank (though it would make some sense) but maybe some bit gets flipped and they have a display “Alc” for their power column
- This is kind of pressing because I really actually don’t know what to do about this. The options are:
- Hide the value somewhere it doesn’t belong like clan==-2 for necro (but where even??)
- Create a new stat like the medical skill
- Create a unique power (this limits it to unpowered soldiers, which ?!?!)
- Go without identifying alchemists at all
- How do you make a new alchemist?
- When you first assign a soldier to the alchemy team they have a secret rating from 0-4 (non-linearly?) assigned to their starting alchemy score
- What does Alchemy give you?
- Recipes are discovered that can convert lower things into higher things
- Spells can also be discovered that the research team can
- What are some sample recipes?
- Dirt and clay into copper
- Copper and quartz into iron
- Iron and coal into steel
- Steel and lead into titanium
- Titanium and hematite into platinum
- Platinum and magnesium into adamantium
- How is the Alchemy body of knowledge advanced?
- Alchemy research is organized into labs
- A lab can have associated costs, equipment, resources, etc
- A lab has a principal investigator (PI? maybe?)
- A lab can have multiple slots for researchers
- The lab produces more knowledge than individual each working in their own lab (to a point)
- The lab produces alchemy points every day that add to a total
- The points pile up but if a lab is shut down a bunch of those points go away because knowledge is a living thing
- This should only be tied to founding a lab, the lab should be optional since at first everyone is a PI
- A lab is a strict bonus to how much knowledge is generated, and that bonus is dependent on the personnel, equipment, etc
- But if the lab is empty it shuts down and all that bonus knowledge is lost (maybe unless the lab is assigned to make writeups or something?)
- Alchemy research is organized into labs
- Do we want alchemy artifacts?
- I think they’re a cool idea since they would let you do alchemy outside the alchemy team maybe? Or something cool.