Buildings · Impediments · Perks · Resources · Units

Apothecary

1InfrastructureJob Kind HealthJob Kind Healthdetail

Description

The Apothecary has a more formal approach to disease treatment than healers and Wise Women, and is thus welcomed in any village or town. He sells medicinal plants, ointments and salves for good profit. To store and reference properly all his products, will require an ample supply of Ceramics, produced locally (or in a region adjacent to his). The apothecary can be directly upgraded to the Physician House, and does not require being a Medical Practitioner at any time, which is probably a good thing for the populace.

Core data

ID
113
Alias
ID_STRUC_APOTHECARY
$Alias
$ID_STRUC_APOTHECARY
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
HERBS- (CERAMICS+ as bonus), Health+(8)
DLC notes
-
Constraints
Apothecary
Minimum population
6
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
1
Is depot
No
Is fort
No
Is city structure
No
Is harbor
No
Authority gain
0
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
85
Infrastructure upkeep
2
Money upkeep
2

Resources

FieldValue
Input_ResourceDrugs & Herbs
BonusResource[0]Ceramics

Outputs

Output fieldValue
Income_Output4

Bonus outputs

Bonus fieldValue
Bonus_Income6

Building tree

Requires
Craftsmen Borough
Upgrades to
Physician House
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

Garrison category
0
Units in this garrison category
No units mapped for this garrison category
Units unlocked by this structure
No units directly requiring this structure
WallValue
0
SiegeResist
0
CounterRaid
0
FT_Level
0
FT_MinLevel
0
FT_MaxLevel
100
FT_LevelChange
0

Transverse outputs (from linked modifiers)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_ApothecaryID_MOD_STRUCTURE_APOTHECARYUnguents and balmsHealth Bonus: 8%