Alchemy to make catalyts, regents, alcohols, oils, potions, and other ingrediants for more alchemy recipes and crafting. The active phase is a minigame followed by a time period while the batch finishes.
Might and Magic 6 through 8 had a sort of RYB system, where there was ingredents of those 3 colors. 7 and 8 then added potency in addition to color. Each pure color had its own effect, but so did mixing any 2 colors. Potions came in tiers based on how many colors you mixed. (There was T0, Red/Yellow/Blue. T1, Orange/Green/Purple, T2, any 2 of the previous 6, T3, which were always White but effects depending on what T2s you mixed, and T4, like T3 but Black.) Your skill and the potency of the 2 ingredents would be averaged togeather for the potency of the product, and every product could be an ingredent later. There existed grey ingredents that didn't change the effect and existed just to change the potency. (Having skill 20, a potion at potency 10, and a grey ingredient at potency 30, would up it to 20. If the potion was 30 but your skill and the grey ingredient were both 5... it actually make the potion weaker at 20.) In that system, you only had to worry about colors.
Your idea of using different processes I think is really really neat.
- TrueWolves
Beer and alcohols.
I think the easiest to start with would probably be fermentation.
Minimal ingredient requirement and equipment requirement but lots of potential options for more stuff.
I'll have to model something for a fermentation vessel and see if there's any ingredients already in game I can use.
- Kaz
Making oils and regents.
Evaporation?
Butterfly wing + ??? = crystallized butterfly wing
- Judah