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71 changes: 71 additions & 0 deletions src/design-proposals/medical/chem-rework.md
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# Recovery Med Chem Rework

This is an auxillary document to the [Recoverymed document](./stopgap-med.md) containing my thoughts on how chemistry should be reworked.

With chemicals being primarily relegated to providing additional healing alongside what topicals and bedrest can provide, chemists become less important to medical's underlying ability to perform its duties as an actual department. As such, the vast majority of medicines should be rebalanced to work best in this auxillary role, being more difficult to make and more specific in their application.

## Main Medicines

Medicines will need to be reworked or almost entirely redefined with this system, their main changes being that they augment natural healing instead of replacing it. There will be several categories of medicines.

Basic Medicines
Somewhat simple to make with what chemistry has at hand and often found in medkits.
Generally apply a x1.5 multiplier, +0.1 addition, and have healing caps set at x1.33
Rarely, if ever, interact with one another and are generally safe to use.

Specialized Medicines
Less easy to make, requires chemistry to put in effort to actually make and secure the reagents they need to create them.
Should have side effects and otherwise require active monitoring on the administering doctor's part.
Specifics differ but baseline should be to apply a x2.0 multiplier at least, +0.2 addition, healing caps set at x1.66
Likely to have adverse reactions with other medicines.

Advanced Medicines
Medicines that are markedly exotic, requiring significant effort to procure or synthesize.
The reagents themselves should be fairly dangerous on their own, maybe being flammable or corrosive.
Should be different enough that standardized healing augmentations would not make sense - One medicine may bump up healing caps across the board and improve base healing, another may work to treat brute damages in specific. Somewhat fast-acting combat chems should exist here.

Misc Medicines
Stuff that may not exactly touch damage directly but still influences health. Likely between basic and advanced medicines in terms of synthesis.
Should still heal slowly if possible and/or have a metabolite that needs to build up before performing the intended effect.

## Base Chemicals

Using primarily base elements to create the plethora of medicines required as Wizden has historically done is not particularly engaging nor authentic. Funky's push to use more intermediates, such as table salt, oil, and phenol, did give a bit more strategy to chemistry, there still exists room for improvement.

Inspired by Eris Station, the base reagents that chemists will normally interact with
Acetone
Ammonia
Carbon
Copper
Ethanol
Hydrazine
Hydrochloric Acid
Hydrogen Peroxide
Iodine
Iron
Lithium
Mercury
Phosphorus
Potassium Nitrate
Radium
Silicon
Sodium Hydroxide
Sugar
Sulfuric Acid
Water

Useful but less accessible
Calcium Carbonate
Phoron
Welding Fuel

Reactions
Hydrochloric Acid + Sodium Hydroxide -> Sodium Chloride + Water, introduce way to remove water from solution easily?
Carbon + welding Fuel + Ethanol -> Oil
Sulfuric Acid + Phoron + Hydrazine -> Phoronic Acid + Gaseous nitrogen
Potassium Nitrate + Iodine -> Potassium Iodide

## Specific Medicines
Sterilizing Chems
Tincture of Iodine, potassium iodide + ethanol + iodine, 2 Iodine + 1 Potassium Iodide + 8 Ethanol -> 10u Tincture of Iodine
Sterilizine, hydrochloric acid + phenol + anti-poison chem -> sterilizine
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