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{{Infobox main|drug | {{Infobox main|drug | ||
| name = Ambrosia | | name = Ambrosia | ||
− | | image = Ambrosia | + | | image = Ambrosia.png|Ambrosia |
| description = A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction. | | description = A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction. | ||
<!-- Base Stats --> | <!-- Base Stats --> | ||
| type = Drug | | type = Drug | ||
| type2 = Social drug | | type2 = Social drug | ||
− | |||
| marketvalue = 15 | | marketvalue = 15 | ||
| stack limit = 150 | | stack limit = 150 | ||
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| flammability = 1 | | flammability = 1 | ||
| rotatable = false | | rotatable = false | ||
− | | path cost = | + | | path cost = 15 |
<!-- Ingestion --> | <!-- Ingestion --> | ||
| nutrition = 0.2 | | nutrition = 0.2 | ||
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| joy offset = 0.5 | | joy offset = 0.5 | ||
− | | joy kind = | + | | joy kind = chemical |
| addictiveness = 0.01 | | addictiveness = 0.01 | ||
| max num to ingest at once = 1 | | max num to ingest at once = 1 | ||
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| defName = Ambrosia | | defName = Ambrosia | ||
| drug category = social | | drug category = social | ||
− | | preferability = | + | | preferability = DesperateOnly |
+ | <!-- Unused --> | ||
+ | | food type = VegetableOrFruit | ||
+ | | label = ambrosia | ||
+ | | social properness matters = true | ||
+ | | tech level = neolithic | ||
+ | | use hit points = true | ||
+ | | mood offset = 5 | ||
}} | }} | ||
− | '''Ambrosia''' is a raw [[ | + | '''Ambrosia''' is a raw [[drug]] (not a vegetarian food) that can be harvested from [[ambrosia bush]]es that only spawn in [[Events#Ambrosia sprout|ambrosia sprout]] event (also available through trade), but cannot be grown by the player. It provides a +5 mood buff, +50% [[recreation]] and is slightly addictive. Ambrosia does spoil if not refrigerated. It also provides 0.2 [[nutrition]]. |
== Acquisition == | == Acquisition == | ||
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A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown. | A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown. | ||
− | + | The event can only occur, and thus the bush can only be found, in the following [[biomes]]: | |
* [[Tropical rainforest]] | * [[Tropical rainforest]] | ||
* [[Tropical swamp]] | * [[Tropical swamp]] | ||
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* [[Arid shrubland]] | * [[Arid shrubland]] | ||
− | == | + | == Addiction == |
− | + | Addiction to ambrosia is trivial compared to other drugs; it takes only 10 days before full recovery, and does not impair functioning; it only causes a -10 mood debuff as that pawn craves more ambrosia. | |
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− | + | It is also somewhat rare to get an ambrosia addiction. The safe dose interval is 1.6 days. If used often, and ambrosia tolerance reaches 15% or more, then eating a fruit only has a 1% chance to create addiction. | |
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== Analysis == | == Analysis == | ||
− | + | Arguably, ambrosia is the best drug for early-to-mid games before food isn't a problem and [[beer]], [[smokeleaf]], and [[psychite tea]] is worth taking your farmers' time to farm. It provides a nice +5 mood buff, and addictions are no problem. Tell the non-addicted pawns to take 10 to their inventory, then box the rest into a small room. The mood debuff is negligible in the mid-to-late game. Each ambrosia sprout might provide 200-300 fruits, enough to last 5 pawns an entire year. | |
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− | + | {{nav/drugs}} | |
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[[Category:Drug]] [[Category:Social Drug]] | [[Category:Drug]] [[Category:Social Drug]] |