Difference between revisions of "Smokeleaf joint"
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Revision as of 13:27, 2 May 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
Gameplay Overview
Since Smokeleaves can be crafted in early game, in mass without any research need (like the other drugs), and its relatively low addiction rate, it is good for either sale or domestic use.
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.
In the current game version, taking one smokeleaf joint every two days will not cause dependency. Pawns with the chemical interest or related traits will however override regulations to smoke, giving it an addiction risk. In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned.
Tolerance
If a pawn develops a visible tolerance to smokeleaf, they will develop asthma or carcinoma in the lungs in a mean time of 180 days.
Note
The game actually recognizes the character binge as alcoholic mental break.