I saw some posters mention how they would avoid the chemical interest/fascination trait and thought I would add my thoughts/experience to that topic before I begin my next playthrough.
As I mentioned briefly in the last post, during my latest playthrough I set a Forced Trait: Chemical Interest to all characters 50%, with 4/5 starting colonists with it and the last one being a teetotaler. With this setup I was definitely having a contrasting experience.
My teetotaler was the saddest of the bunch! Through all the hardships AND the good times, my poor Teetotaler was consistently the worst off mood wise. Some of the Chemical Interest pawns I had also had some pretty harsh traits like neurotic, volatile, nervous etc yet they were still usually quite well off, although admittedly there were some touch and go points where I had to micromanage their drug/joy/work times but overall I only had what felt like a handful of mental breaks with them, whereas the teetotaler was 90% useless from needing so much joy to compensate for the occasional animal death/filth and just generally not having a well setup base-at the time. Keep in mind I had pretty much all the drugs and beer available throughout, so it wasn't like any one drug was doing all the mood boosting.
The downsides of Chemical interest are far easier to manage than the negatives of teetotaler, let's compare briefly
Teetotaler negatives:
-unable to do drugs for joy/mood, thereby making each debuff is more significant.
-unable to do drugs for performance increase, making them less effective in bursts for such things like construction/crafting/hauling/etc
Doesn't sound like much does it, but in actual play(on Rough Cassandra) these inabilities really set them back in terms of work output and mood management
Chemical Interest negatives:
-slightly higher use of drugs for joy purposes, this requires a higher drug supply/sustain
-joints use for joy, as well as mood, increase food consumption a decent amount as well as lower productivity via consciousness and move speed
-drug/beer use whenever they feel like it ie binges and hangovers, this leads to times when you'll schedule work and be stuck waiting for it to complete when you otherwise wouldn't need to with a non Ch.In. pawn
-more drugs/beer required to sustain addictions, productivity and mood.
Overall I think the negatives are pretty even when you think about them in the context of a more average playthrough. Which mine was not, being that I was focusing largely on the drug policy and drug use overall. Although personally I would be playing mostly the same way if it were just a normal a15 official.
I haven't yet played with any Chemical Fascination trait pawns so I'm not sure how much more extreme they are compared to Chemical Interest. I'll probably avoid those just to be safe, until someone skilled enough tempts me haha.
I was thinking it would be neat to be able to force drugs onto a teetotaler but inflict a heavy long term mood debuff so it would be possible to boost their performance, but not mood, for brief emergencies but that's likely just my bias showing haha.
I'll be doing a more normal playthrough this next run so i'll try to grab one pawn of each trait if possible and see how they do in a less...medicated scenario. Also, starting without drugs on hand will allow me a better perspective of the progression/economy. I can't even tell you how useful drugs are during early game when there's filth and chunks everywhere, little space/comfort/joy and you just want everything done fast!
So far the drug system has added alot to my games and i'm enjoying what feels like a new layer to the mood system and growing/trade economy. Not sure if you have plans to expand on the system some day or what but even as is on the 0.15.1274 version, with all my rest micromanaging lol, I've been having alot of fun so as always thanks Tynan and keep on truckin.
Cheers PK
edit awwww yea a new version, just on time, was literally setting up my next scenario <3
I was mainly trying a top-down approach for the drug system last run, this time I will try to focus on watching individual AI a bit more, the use for joy trigger especially seemed worth checking out, not sure exactly how that works as I was mostly dosing them manually.
As I mentioned briefly in the last post, during my latest playthrough I set a Forced Trait: Chemical Interest to all characters 50%, with 4/5 starting colonists with it and the last one being a teetotaler. With this setup I was definitely having a contrasting experience.
My teetotaler was the saddest of the bunch! Through all the hardships AND the good times, my poor Teetotaler was consistently the worst off mood wise. Some of the Chemical Interest pawns I had also had some pretty harsh traits like neurotic, volatile, nervous etc yet they were still usually quite well off, although admittedly there were some touch and go points where I had to micromanage their drug/joy/work times but overall I only had what felt like a handful of mental breaks with them, whereas the teetotaler was 90% useless from needing so much joy to compensate for the occasional animal death/filth and just generally not having a well setup base-at the time. Keep in mind I had pretty much all the drugs and beer available throughout, so it wasn't like any one drug was doing all the mood boosting.
The downsides of Chemical interest are far easier to manage than the negatives of teetotaler, let's compare briefly
Teetotaler negatives:
-unable to do drugs for joy/mood, thereby making each debuff is more significant.
-unable to do drugs for performance increase, making them less effective in bursts for such things like construction/crafting/hauling/etc
Doesn't sound like much does it, but in actual play(on Rough Cassandra) these inabilities really set them back in terms of work output and mood management
Chemical Interest negatives:
-slightly higher use of drugs for joy purposes, this requires a higher drug supply/sustain
-joints use for joy, as well as mood, increase food consumption a decent amount as well as lower productivity via consciousness and move speed
-drug/beer use whenever they feel like it ie binges and hangovers, this leads to times when you'll schedule work and be stuck waiting for it to complete when you otherwise wouldn't need to with a non Ch.In. pawn
-more drugs/beer required to sustain addictions, productivity and mood.
Overall I think the negatives are pretty even when you think about them in the context of a more average playthrough. Which mine was not, being that I was focusing largely on the drug policy and drug use overall. Although personally I would be playing mostly the same way if it were just a normal a15 official.
I haven't yet played with any Chemical Fascination trait pawns so I'm not sure how much more extreme they are compared to Chemical Interest. I'll probably avoid those just to be safe, until someone skilled enough tempts me haha.
I was thinking it would be neat to be able to force drugs onto a teetotaler but inflict a heavy long term mood debuff so it would be possible to boost their performance, but not mood, for brief emergencies but that's likely just my bias showing haha.
I'll be doing a more normal playthrough this next run so i'll try to grab one pawn of each trait if possible and see how they do in a less...medicated scenario. Also, starting without drugs on hand will allow me a better perspective of the progression/economy. I can't even tell you how useful drugs are during early game when there's filth and chunks everywhere, little space/comfort/joy and you just want everything done fast!
So far the drug system has added alot to my games and i'm enjoying what feels like a new layer to the mood system and growing/trade economy. Not sure if you have plans to expand on the system some day or what but even as is on the 0.15.1274 version, with all my rest micromanaging lol, I've been having alot of fun so as always thanks Tynan and keep on truckin.
Cheers PK
edit awwww yea a new version, just on time, was literally setting up my next scenario <3
I was mainly trying a top-down approach for the drug system last run, this time I will try to focus on watching individual AI a bit more, the use for joy trigger especially seemed worth checking out, not sure exactly how that works as I was mostly dosing them manually.