Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Alchemist Unit
   
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11.271 MB
Apr 28, 2020 @ 12:01pm
May 21, 2020 @ 1:56pm
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Alchemist Unit

In 1 collection by Sailor Cat
Sailor Cat Collection
69 items
Description


ALCHEMIST UNIT
Introducing the Alchemist unit, which can be used to boost tile yields provided by resources.

Resources in adjacent tiles have their yield bonuses doubled. Cannot be trained. Receive one free Alchemist with each Alchemist's Atelier building.

Example
The Furs resource grants +1 Food and +1 Gold to its tile. Having an Alchemist on or adjacent to the tile would increase this bonus to +2 Food and +2 Gold.

Purpose
Focus on yields of a certain type, throw a bone to a new or underperforming city, or more generally increase overall tile yield across your empire.

Alchemist's Atelier Building
City Center building that unlocks with the Writing technology. Grants one free Alchemist. +1 Gold, and +1 additional Gold for each era since constructed or last repaired.

Notes
  • Alchemist tile yield increases stack.
  • The Alchemist is a civilian unit that can be captured.
  • The Alchemist's Atelier is the only means of producing an Alchemist.
  • The Mathematics technology boost requirement is now "Build 3 different specialty districts or 3 Alchemist's Ateliers."
  • AI uses the Alchemist. Whether not it uses it well is another matter.



Mod Support
CIVITAS Resources
Sukritact's Resources
Resourceful 2

Versions
The current version of Alchemist Unit is v1.10. Current and previous versions are available on GitHub[github.com]. Please refer to the change notes for a full list of changes.

Special Thanks
SeelingCat


If you enjoy my mods and would like to show your support, you can do so by grabbing one of my tabletop RPG items on DriveThruRPG[www.drivethrurpg.com] or Roll20[marketplace.roll20.net].
Popular Discussions View All (2)
7
May 2, 2020 @ 8:33pm
PINNED: Bug Reports
Sailor Cat
0
Jul 11, 2020 @ 12:49pm
Graphic issues
LeHo06
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?