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I don't want to use drugs per se, I just don't want my hussar to die. That this system forces me to pick certain precepts is exaclty my point.
I would make the argument that it doesn't force you to do anything since you can 1. Just not use xenotypes that have a drug dependency together with a ideology that dislikes drugs or 2. Keep using them together and just deal with the downside (Its not like its unplayable because of a mod debuff, you can just deal with it and counter it). Its 100% your choice.
Heck for "xeno-gene only" xenotypes like the hussar you should* be able to easily "cure" them by simply implanting a different xenogerm (Since they aren't germline genes for a hussar any xenogerm implanted will overwrite his current genes).
*I say should simply because i haven't tested it in practice.
That said, i wouldn't mind some interaction being added between the DLC's (for example ideology precepts about genes and the like).
Yeah that was my thought as well. I have played on and set my precepts to accept Medical and Social. My Waster is out of the woods, but Go-Juice is considered a hard drug (not medical), even though it's needed for survival.
If I let someone else administer the drug, the colonist gets a -20 mood debuff (on top of the -15 for drug usage), and they'll start to dislike the doctor by -30 (':
@Everyone else: Thanks for your suggestions. I'll try to get into genemodding. My colony is still quite young and I haven't gotten to the point of messing around with genes, yet.