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Or not bother making / researching it at all. Seems like there's a big drug component of this game that has very little incentive...
Takes a teensy bit of effort to make.
Potential for abuse by chemheads.
Reduces manipulation by 2%.
Some increased chance of social fight.
Needs to be managed carefully, to get best benefit and least disruption.
Beer:Pro:
Provides an additional pathway of recreation (chemical)
Provides an instant boost to recreation level using very little time. About the same as playing horseshoes for a third of the day.
Provides a long lasting, small (+10) mood buff.
Reduces pain, a bit, which *also* produces a small but longlasting mood buff if the drinker has scars/mechanites/whatever.
So in summary, you have a cheap product, easy enough to make, quick to consume, that saves your pawn about 1/4 of a working day's worth of recreation-wasted time, and makes him 10-25 points happier for the rest of the day.
I've only once made a production chain for go-juice, but after my pawns started to become resistant to the effect, I've steeled myself and suffered a 20+ day of slowpoke colony... then I've decided to only use luciferium, it doesn't have any side effects, only positives, while no drug tolerance reducing the effects. (along with penox, but that's effectively a vaccine, not a drug)
Beer really isn't addictive in moderation. Your colonists only drink one beer per sitting so they are very unlikely to binge on it outside of a mental break. The debuff from one beer is insignificant and short lived. It can be mass produced and doesn't require a high growing skill or cooking skill to produce. The only painful part about making beer is keeping the temperature of the room it gets brewed in at a constant safe temperature. This is easy to do with modern tech but tribals may struggle with this if they live in one of the more extreme biomes.
Like the above posters, I also use it for a mood boost *when necessary*. I keep it off limits most of the time, but when moods are dropping really low for whatever reason (moderate/severe psychic drone, too many organs harvested from prisoners or too many prisoners dying, a bonded pet died), I manually tell the colonists who are in need of a boost to go have a beer. Helps prevent people from going nuts and burning down the house.
To answer your question about usefulness, I can give you the same answer for all recreational drugs: They can be used to quickly fill recreation, which can sometimes allow colonists to keep working during recreation time because their need for it is already full. Alternatively, if it's early in the work day, a colonist seems upset and you're worried they might break before their rec time, you can tell them to go drink a beer or smoke a joint. This will help them relax a bit and get their stress out so they can continue working for the day instead of having a mental break. Lastly, if neither of the above really interests you beer and drugs make very good bargaining chips for most merchants, so I like to keep a large stockpile to trade. I've made enough money from yayo, smokeleaf and beer where I literally had to refloor my rec room with silver tiles just because my silver was starting to take up too much stockpile room.
All in all; Beer Good.