With all the nice new healthcare skills, wouldn't it be nice to have some more work for our medical dwarves?
Not that I'd want to see DF turn into Dwarf Theme Hospital, but I think it would add nice flavour, and fun, to have some diseases.
New skill/job: Pharmacy / pharmacist
This dwarf makes various medicines at the alchemist's workshop, and administers those to diagnosed patients.
There's three types of drugs:
- liquids; stored in glass vials, and administered with a syringe, by the pharmacist.
Wound dressing is required after this- pills; administered by the pharmacist, no wound dressing required.
- gauze; made by pharmacist, administered by wound dresser
(Not-so-)new workshop: Alchemist's workshop
New item: syringe
needs: clear glass, steel, fuel, glass furnace
Medicine:
New item: painkillers (pill)
needs: Dimple cups, animal horn/hoof, alchemist's workshop
New item: strong painkillers (liquid)
needs: Dimple cups, glass vial, gnomeblight, alchemist's workshop
New item: antibiotics (liquid)
needs: Tower cap log, plump helmets, gnomeblight, glass vial, alchemist's workshop
New item: activated charcoal (pills)
needs: refined coal, alchemist's workshop
New item: stimulants (pills)
needs: fungiwood log, spore tree log, animal horn/hoof, alchemist's workshop
New item: tranquilizer (liquid)
needs: plump helmets, gnomeblight
New item: healing gauze
needs: silk cloth, golden salve, alchemist's workshop
Diseases:
infection
cause: medical mistreatment / bad water (?)
effect: death
treatment: injection with antibiotics, treatment with healing gauze afterwards
effect of treatment: two 25% chances of curing infection, one for the antibiotics, if those fail, another one for the gauze. Chance of healing modified by antibiotics/ healing gauze quality.
Plump helmet head
cause: small chance every time a dwarf wakes up
description: "has a purple head"
effect: every dwarf that he socializes with, gets a decent happy though: "laughed at a plump helmet head recently". However, the affected dwarf gets a small negative thought every time he is laughed at: "Was ridiculed recently". Subsequently, has a chance of forming a grudge against dwarves laughing at him
treatment: stimulants
effect of treatment: cures 100%
Gutbloat
cause: small chance every time a dwarf wakes up
description "must have eaten something bad"
effect: the affected dwarf throws up every now and then, covering your dungeon in puke, and causing the dwarf to progress a step from hungry>>..>>starving whenever he throws up.
cure: activated charcoal
effect of cure: cures 100%
Beard Rot
cause: small chance every time a dwarf wakes up
description: "has no beard!"
effect: affected dwarf gets a one-time big unhappy thought when discovering his beard is gone: "was upset to have his beard fall out"; other dwarves socializing with the affected dwarf get a negative thought: "talked with a beardless dwarf lately". Affected dwarf progresses a step towards "does not care about anything anymore" everytime another dwarf gets the bad thought.
cure: antibiotics, stimulants
effect of cure: two 50% chances for curing, one for the antibiotics, one for the stimulants, modified by their respective qualities.
Fumbling Fingers
cause: small chance every time a dwarf wakes up, 50% chance when progressing a step on the alcohol deprivation scale, Drug Addiction, Cave Fever
description: "has shaky hands"
effect: affected dwarf can only make items of standard quality
cure: tranquilizer
effect of cure: cures 100%
Cave Fever
cause: small chance when a dwarf wakes up
description: "is feeling feverish"
effect: dwarf needs to take more breaks. 50% of getting Fumbling Fingers every time the dwarf wakes up. 25% chance of infecting other dwarves, when socializing with them.
cure: antibiotics, painkillers
effect of cure: 75% chance of cure, modified by antibiotics' quality
Drug addiction
cause: 10% chance when being given painkillers, 75% chance when given strong painkillers
description: "is addicted"
effect: every time a dwarf suffering from addiction wakes up, 2 checks are made; one to see if he needs drugs (50%), giving a negative thought: "is sweating a lot", and another to see if he gets the Fumbling Fingers disease (25%).
cure: tranquilizer, then strong painkillers. Only when the dwarf makes his wake-up check and 'needs drugs', can he be treated for the addiction.
effect of cure: tranquilizer has a 50% chance of curing, modified by it's quality. (Strong painkiller has 75% chance to undo the cure, by regaining the addiction)
Overdose
cause: 5% chance when being administered strong painkillers, or tranquilizers
description: "is hallucinating"
effect: affected dwarf works as if maximum alcohol-deprived. Every time dwarf sleeps, large chance of death
cure: activated charcoal
effect of cure: cures 100%
Cave Rash
cause: small chance when a dwarf wakes up. 5% chance when exposed to miasma
description: "can't reach his back to scratch"
effect: 75% chance of infecting other dwarves when socializing with them. 25% chance of having the disease progress to Cave Rot when sleeping before it is treated. No other direct effects.
cure: antibiotics, painkillers
effect of cure: 75% chance of curing, modified by antibiotics' quality
Cave Rot
cause: progressive state of Cave Rash (Dwarf no longer suffers from Cave Rash once the Rot starts, only the Rot)
description: "has contracted the dread Rot"
effect: works as if maximum alcohol-deprived. Every time the dwarf sleeps, after contracting the rot, large chance of death.
cure: strong painkillers, stimulants, antibiotics.
effect of cure: 50% chance of cure, modified by antibiotics' quality
Alcohol intolerance
cause: small chance when a dwarf wakes up
description: "Has been feeling very un-dwarfly"
effect: dwarf will only drink water (leading to alcohol deprivation eventually)
cure: painkillers
effect of cure: 25% chance of cure, modified by painkillers' quality
Gaseous Guts
cause: small chance when a dwarf wakes up
description: "Can't hold his gases"
effect: dwarf spreads miasma. Other dwarves socializing with the affected dwarf get a bad thought; "was farted upon", and have a small chance of forming a grudge with the affected dwarf.
cure: activated charcoal, antibiotics
effect of cure: cures 100%
Various poisonings
cause: existing poison mechanics (FB for example)
description: "is poisoned"
effect: existing various poison effects
cure: activated charcoal
effect of cure: 25% chance of cure, modified by charcoal's quality
Elf syndrome
cause: small chance everytime a dwarf steps outside. Dwarves with cave adaptation are immune.
description:"Is feeling claustrophobic"
effect: reverse of cave adaptation: affected dwarves that are inside, throw up and get an unhappy thought: "was nauseated by the cramped space lately"
cure: stimulants, tranquilizer
effect of cure: two 50% chances for curing, modified by stimulant's and tranquilizer's qualities.
N.B.:
-When I use the term 'socializing' I refer to activities that lead to the increase of social skills
-since both Gnomeblight and Golden Salve see a use here, they *must* be available, either from the dwarven parent civ on embark, or at least guarantueed with elf/human traders
Immunity:
When a dwarf is succesfully cured from Cave
Rot, he becomes immune to Cave Rash, and to Cave Fever.
How it could work:
Most medicines will be administered by the pharmacist. This could work similarly to the sherrif dragging prisoners to the prison: First, the sick dwarf heads to the hospital to be diagnosed. Then, the pharmacist picks up the medicines required, and proceeds to haul the sick dwarf to his office, and administers the drugs there.
Exceptions to this are strong painkillers and healing gauze. Those have to be administered by a surgeon, and a wound dresser, respectively.
Speaking of, strong painkillers should always be used before surgery (with a chance for drug addiction as a nice complication)
Whenever a treatment fails, your dwarves can try again, unless the patient dies
As for modifiers to healing chances based on medicine quality, I was thinking the following:
standard: -5%
well-crafted: base
finely-crafted: +5%
superior: +10%
exceptional: +15%
masterwork: +20%
Seeing diseases are already planned, I gave them some thought. Give me yours