Difference between revisions of "Smokeleaf joint"
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==Gameplay Overview== | ==Gameplay Overview== | ||
Due to the fact that Smokeleaf can be quickly mass-produced due to not needing research like the other drugs, and its relatively low addiction rate, it is good for producing for either selling or for use by your colonists. | Due to the fact that Smokeleaf can be quickly mass-produced due to not needing research like the other drugs, and its relatively low addiction rate, it is good for producing for either selling or for use by your colonists. | ||
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+ | The default drug policy allows colonists to smoke a toke whenever they feel like it. This can burden a colony with reduced productivity, so it may be worth changing the default policy immediately upon starting a new colony. | ||
As of Alpha 15, due to the calculation method of tolerance and addiction, taking one smokeleaf joint every three days will not cause any problems for the pawn, as long as they do not have any Chemical interest traits. This may not be true as of Alpha 16 as drug addictiveness have been increased. | As of Alpha 15, due to the calculation method of tolerance and addiction, taking one smokeleaf joint every three days will not cause any problems for the pawn, as long as they do not have any Chemical interest traits. This may not be true as of Alpha 16 as drug addictiveness have been increased. | ||
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+ | In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned. | ||
{{nav/drugs}} | {{nav/drugs}} | ||
</noinclude> | </noinclude> |
Revision as of 12:52, 15 March 2017
<ul><li>"social" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.</li> <!--br--><li>"chemical" is not in the list (Chemical, Gluttonous, Meditative, Social, Gaming_Dexterity, Gaming_Cerebral, Television, Telescope, Reading, HighCulture) of allowed values for the "Joy Kind" property.</li> <!--br--><li>"neolithic" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>
Smokeleaf joint
Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency.
Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.
- Type
- Drug – Social Drug
- Stack Limit
- 150
Base Stats
Stat Modifiers
Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus, and slows movement. Smokeleaf use can produce a dependency. Smokeleaf is produced at a crafting spot.
Gameplay Overview
Due to the fact that Smokeleaf can be quickly mass-produced due to not needing research like the other drugs, and its relatively low addiction rate, it is good for producing for either selling or for use by your colonists.
The default drug policy allows colonists to smoke a toke whenever they feel like it. This can burden a colony with reduced productivity, so it may be worth changing the default policy immediately upon starting a new colony.
As of Alpha 15, due to the calculation method of tolerance and addiction, taking one smokeleaf joint every three days will not cause any problems for the pawn, as long as they do not have any Chemical interest traits. This may not be true as of Alpha 16 as drug addictiveness have been increased.
In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned.