These post names without context are hilarious.
Anyways, we must consider the age rating for Thrive if Drugs are to be implemented. I doubt it would affect it too much, considering that “Rain World” technically has drug use in it and it’s like 10+…
These post names without context are hilarious.
Anyways, we must consider the age rating for Thrive if Drugs are to be implemented. I doubt it would affect it too much, considering that “Rain World” technically has drug use in it and it’s like 10+…
Plenty of animals can get drunk on alcohol.
https://www.smithsonianmag.com/science-nature/the-alcoholics-of-the-animal-world-81007700/
Well these are NOT alien creatures that could have much different interactions with those compounds.
i feel like we don’t have to call it drug use. we could say that certain plants or fermented foods or animals have “status effects” and sometimes once you unlock play, your species could purposefully consume the mild ones for fun. especially if we stay away from overdoses, or the aesthetics of smoking things, i think we could get the important bits (from the perspective of realism and whatnot) of drug use into the game
And the severe ones would be treated like poison?
yeah it could be a very smooth, hard to draw a line, type of thing. I really hope we never get stuck in the ESRB trenches, but if we did it would be the sort of thing reviewers wouldn’t bother too much with because it’s clearly there to make players evolve good senses and knowledge sharing and later on in society stage have to make health regulations of some sort. the purposeful usage would be one minor part. I think “fruit which makes you bad at communicating but very energized” is a MUCH easier sell than “thing which you smoke or inject and sometimes kills people”. things which are real and do matter like colonialism for drugs and drug lords/shadow economies can sort of blend in with colonialism for any sort of commodity and the general idea of a shadow economy. Drugs would blend in with weapons and protected objects like endangered species or artifacts as the part of the shadow economy you don’t control with more reasonable taxation because you don’t want them sold at all. I mean, also that sounds hard to implement so it could be closer to a single number in the background economy calculations and any policy banning anything could effect your shadow economy.
By that you mean stuff like ivory or rhino horns?
A good idea for alcohol to be added is a mechanic involving water quality and sickness. Imagine you would that a player has access to water but that the water is filled with pathogens which cause members of the players tribe to get sick. Now imagine that player discovering that some of their expired food produces a drink which can be used as drinking and does not have the pathogens of the water. This gives the player a solution to a problem that they may have encountered. And the player has a reason for cultivation and agriculture. Breweries can be built which can be associated with agriculture. Another situation is a player managing an army which can use alcohol as not only as a safe source of drinking water but as also as a morale boost.
…And probably lead to many of those soldiers not lasting as good soldiers for very long.
It is historical
Also this askhistorians thread
Although it should be mentioned that their alcohol was pretty weak
Probably explains why it was so viable
I think your MIA Project link is infected. I have not clicked on it once, and yet my antivirus has blocked it from accessing my outgoing port a half dozen times. Every time I view this topic, miaproject . net apparently scans my port, despite having not clicked your link entitled that ever.
The MIA project link works fine for me
Will non-medial drugs use be intertwined with political policy in later game stages, such as being “Drug Free”?
I suppose that could come up… If it doesn’t increase the age rating.