Crusader Kings III

Crusader Kings III

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Elder Kings 2 - Alchemy
   
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533.267 KB
8 Aug, 2024 @ 2:31am
8 Aug, 2024 @ 9:15am
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Elder Kings 2 - Alchemy

Description
Currently compatible with CKIII Version: 1.12.5
Currently compatible with Elder Kings Version: 0.14a

This is a submod for Elder Kings 2 adding a alchemy mechanic.
The mod adds a alchemy lifestyle tree and trait and is at the moment very basic in its implementation.
The mod is in development.

Features
  • Adds a lifestyle trait Archemist
  • Adds a alchemy learning lifestyle perk tree

Perks and Traits
Perk
Effect
Herbalist
Stress gain -10%
Forager
Danger -1
Metallurgist
Holding taxes +5%
Experimenter
Learning per Stress Level +2
Benefactor
Disease Resistance (Fertility) +15%
Disease Resistance (Health) Small Boost
Poisoner
Murder Scheme Power +15%
Physician
Friendly Fatal Casualties -10%
Plague Resistance +2
Purity
Artifact Decay Reduction -25%
Alchemist
Gain Alchemist Trait

Trait
Effect
Alchemist
Intrigue +2
Learning +2

Links
19 Comments
GoldenKairu 21 Jul @ 5:22am 
This looks sweet! Does it work for the current EK2 patch?
@AHrEJl 5 Jul @ 3:13am 
need update
EnumaEllis 1 Apr @ 4:01pm 
Update?
=7Cav=SSG.Broström.A | Evul  [author] 11 Jan @ 8:10am 
Form my knowlage it does yes. it is built for EK 0.14a
Xardes 11 Jan @ 8:04am 
does it work?
MangoCobra 4 Sep, 2024 @ 10:56am 
Let us know when you update it, this looks neat!
=7Cav=SSG.Broström.A | Evul  [author] 2 Sep, 2024 @ 1:59am 
I am currently working on decision flowchart for the upcoming changes to the alchemy life style.

I will be expanding with more effects like gain skill level etc but this is a starter

(Image is available on the submods and translations thread on the EK2 discord)

You will be able to access the decision at any of the perk level. But you will be less likely to get a bad effect the higher you have in learning and the perk while the perks level the main thing effecting the likeliness of a fail or success.
=7Cav=SSG.Broström.A | Evul  [author] 14 Aug, 2024 @ 2:28am 
@abugintherug
I've tested to implemented the idea you had for testing but i was not 100% happy with but i have done some thinking and landed on this instead:

What happens in the chart below is that when you have all 3 perks (Herbalist, Forager and Metallurgist) you will get the trait `Novice Alchemist`
When you taken both Benefactor and Poisoner you will get `Expert Alchemist`.
And at the end youll get `Master Alchemist`

[Herbalist]-[Forager]-[Metallurgist] (Giveds: Novice Alchemist)
[Experimenter]
[Benefactor]-[Poisoner] (Update Trait: Expert Alchemist)
[Physician]
[Purity]
[Alchemist] (Update Trait: Master Alchemist)

The trait will give you more better bonuses each step this in addition to the perk it self.

This is from top of my head:
Novice Intrigue +2, Learning +2
Expert Intrigue +4 Learning +4
Master Intrigue +6, Learning +6
=7Cav=SSG.Broström.A | Evul  [author] 13 Aug, 2024 @ 9:22am 
@abugintherug
I like the idea
abugintherug 13 Aug, 2024 @ 8:20am 
exactly like that! it feels more cost-effective for the modest stat buff it gives now imo, right?

adding Master Alchemist as an upgrade to the current Alchemist trait at the end of the tree is a good idea too since it separates amateur herbalists from actual wizards and alchemists