Sid Meier's Civilization VI

Sid Meier's Civilization VI

Alchemist Unit
39 Comments
Sailor Cat  [author] Jul 20, 2021 @ 3:29pm 
Haha, great. Thanks!
ChrisMartin Jul 20, 2021 @ 1:03pm 
Wow, that was fast over at "DB's Civ VI Gold" :)
- fix error in Unit Panel that occurred when unit abilities had a description, but no name
Sailor Cat  [author] Jul 20, 2021 @ 3:53am 
Gotcha. Thanks, ChrisMartin. Let me know if he gets back to you.
ChrisMartin Jul 20, 2021 @ 3:13am 
Yeah. Was just letting others know. :)
Sailor Cat  [author] Jul 19, 2021 @ 11:36pm 
I'd ask DB about it in this case. I'm not at all familiar with Civ VI Gold, but since it works fine without Gold, I'd wager it's on Gold's end, and he'd be in a better position to know what's causing it.
ChrisMartin Jul 19, 2021 @ 8:33pm 
Funny; When having another unit on same tile, and switching between them, you can see the Alchemist Unit panel, and you can give orders to the unit.
ChrisMartin Jul 19, 2021 @ 7:04am 
Just a FYI: this mod looses its unit panel, if used with DB's Civ VI Gold. Tested with [NF] Alchemist Unit enabled, and chose Hermetic Order, and built Alchemical Society.
NB: Keyboard shortcuts doesn't work either.
Venemar Mar 5, 2021 @ 3:34pm 
Thank you for the quick response. I have resource cultivation active, I will remove that one to try this. Much appreciated!
Sailor Cat  [author] Mar 5, 2021 @ 3:05pm 
The Atelier civilization, Resource Cultivation, and any other mod that places resources via Lua, due to current game limitations with modding.
Venemar Mar 5, 2021 @ 2:22pm 
Hi, I don't seem to be getting a yield update when I place my alchemist, are there any known mod conflicts?
Sailor Cat  [author] Feb 11, 2021 @ 7:22am 
Iron knight Fe Feb 10, 2021 @ 10:40pm 
if possible it maybe cool to give it to the hermetic order and perhaps cap the buff at 3 uses per Hex
Sailor Cat  [author] Jan 29, 2021 @ 11:00am 
Your alchemist is dead. :(
Ruben Thomas Nov 25, 2020 @ 4:02am 
Hi! =) Sorry to bother you, but my alchemist died in a flood natural disaster. And I can't figure out how to get him back. Is there a way?

Thanks for making the mod! =)
Sailor Cat  [author] May 26, 2020 @ 8:14am 
Yeah
andysec18 May 26, 2020 @ 2:31am 
So the moment alchemists are deleted the tile yields they boosted go back to their original state prior to the alchemist boosting them? Ergo deleting the unit undoes the yield boosts?
Sailor Cat  [author] May 25, 2020 @ 10:04am 
There's nothing tying Alchemist units to gold per turn, short of what you get from tile yields they're increasing.
andysec18 May 25, 2020 @ 9:48am 
Since my turn started deleting those units one by one was the only action I took. I didn't even progress to the next turn as deleting them took a long time to process after each unit deletion so I just saved and quit.
andysec18 May 25, 2020 @ 9:46am 
The only thing I did was delete about 50 alchemist units in the renaissance era and I went down from 2010 gold per turn to 1970. I saw the gold per turn drop after each alchemist unit was deleted - between 1 and 3 gpt depending on the era in which the unit was created, but for the units created in the current era it had no effect on the gpt when I deleted them.
Sailor Cat  [author] May 25, 2020 @ 7:18am 
Deleting them does not remove the gold bonus.
andysec18 May 25, 2020 @ 1:01am 
@Sailor Cat ... I wish I could at least keep the gold bonus based on the era in which the atelier was build, and not have that be dependent on the survival of the alchemist, as I lose about 50 gold per turn deleting all of the otherwise useless alchemists although that does significantly speed up my game after I've deleted them all. Any way to change the gold yield dependency from the unit to the atelier building instead please? Or can you make it at least so that I can use gold to re-train alchemists to become something more useful like a botanist if in friendly territory?
andysec18 May 25, 2020 @ 1:01am 
Now that I understand how this words it's good for the early game only - but in mid to late game the number of alchemists becomes overwhelming - about 50 of them all over the map slowing down my game immensely especially since there's no automation (and by then every tile yield has already been boosted so there's no purpose to them anymore), but unfortunately if you delete them all of their gold per turn and bonuses for each age since you built the atelier go away. I have to delete them all about mid way through especially if I have to be at war and need 30 plus military units because having alchemists and workers brings the number of on-screen units to a about hundred which results in 30 minute periods of waiting between turns for the game to calculate each move and each yield bonus etc...
andysec18 May 9, 2020 @ 5:15pm 
@Sailor Cat Well thanks for clarifying!
Sailor Cat  [author] May 9, 2020 @ 5:15pm 
It's immediate. I'll record a gif sometime in the near future. Busy with another project atm.
andysec18 May 9, 2020 @ 5:11pm 
@Sailor Cat Hmmm that's interesting - that would have never occurred to me! How many turns is it required to keep the alchemist on top of a resource or next to the resource to see results? That might not be a bad thing to include in the mod's description.
Sailor Cat  [author] May 9, 2020 @ 10:17am 
You don't press a button or anything. Check out the "Before" and "After" screenshot. All you have to do is keep the Alchemist adjacent to or on the resource you want to boost and it will change the yield so long as the Alchemist is present.
andysec18 May 9, 2020 @ 10:01am 
I subscribed to this but my alchemist does nothing. Does it only work with certain resources? I've tried what, rice, bananas, potatoes, Lapis, ham and reindeer but it doesn't have an option to do anything around any of those.
Sailor Cat  [author] May 1, 2020 @ 8:13am 
Thanks :arara:
Bene Gesserit May 1, 2020 @ 5:35am 
L-O-V-E I-T! You did it again, @Sailor Cat.
Sailor Cat  [author] Apr 30, 2020 @ 5:04pm 
Maybe I should rename it the Absolute Unit.
captainfrfr Apr 30, 2020 @ 4:57pm 
an alchemist is absolutely an artist, oh heavenly dragon, whom uses art to occasionally accidentally do science or - sometimes in the case of the philosopher stone or immortality obsessed wouldbe emperors - great/harm.

that being said, don't forget to inject your daily bleach, everyone. zizekian love <3
Sailor Cat  [author] Apr 29, 2020 @ 7:54am 
lol
Sint Holo Apr 29, 2020 @ 5:21am 
As if you would not use it based on what it was called anyway lmfaoooo
Lucius, the Heavenly Dragon Apr 29, 2020 @ 4:54am 
Why is it called the Alchemist's Atelier rather than simply an Alchemy Tower or an Alchemist's Laboratory?

The word Atelier to me clashes with my mental image of Alchemists. To me, an Atelier is an Artist's Workshop, whereas I'd imagine an Alchemist in a Workshop, or a Laboratory, or even an Observatory.

Anyways, I like the concept of Alchemists, so I'm going to use it anyway.
Crazy Dave Apr 28, 2020 @ 11:31pm 
cool nice work as always
Sailor Cat  [author] Apr 28, 2020 @ 9:45pm 
Yep.
Crazy Dave Apr 28, 2020 @ 9:31pm 
so just to confirm, if i build a tea plantation i should only bonus science and not bonus gold because of the plantation
Sailor Cat  [author] Apr 28, 2020 @ 5:51pm 
Thanks! I dislike mid and later game, so most of my mods start early in the game for that reason.
masamuna Apr 28, 2020 @ 5:41pm 
unlocks with the Writing technology-i think it is little bit early, how about leave it unlock in medieval? anyway good idea and thanks so much