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v0.34:Alcohol

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Revision as of 20:40, 6 August 2012 by Doublestrafe (talk | contribs) (→‎Acquiring Alcohol for your Dwarves: Tweaked for accuracy.)
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This article is about an older version of DF.


Alcohol is the favored drink of dwarves; a dwarf will drink booze an average of four times per season, and without it they will soon become unhappy. Thoughts imply that dwarves like to have some variety in what they drink. Many dwarves have a favorite drink, selected at first randomly from all possible alcoholic beverages, but new types of booze may become preferred as they are discovered.

Note that setting booze on fire will not cause it to explode (nor has it ever done so) - however, exposing it to high temperatures will cause it to boil away (and the wooden barrels themselves can also be set on fire).

Acquiring Alcohol for your Dwarves

There are three methods of acquiring alcohol, one of which is only available before embark.

  • At embark, alcohol may be purchased with embark points.
  • Traders that visit the fortress will often have alcohol of some sort to sell.
  • The third and most reliable method requires a brewer, a still, a barrel or large pot, and a brewable item, such as certain plants or honey.
    • Brewable plants are most commonly grown in a farm plot. Most crops can be brewed into valuable alcohol.
    • In a pinch you can also gather plants and brew them at a still in the same way you would with crops; they can also be purchased from traders.
    • Honey, which is acquired through beekeeping, can be brewed into mead, the only form of alcohol that is not plant-based.

Variety

He has been tired of drinking the same old booze lately.

Variety in booze keeps away unhappy thoughts.

If a dwarf drinks the same old booze over and over, he will eventually get a bad thought from 'drinking the same old booze lately.', unless that dwarf has a preference for that type of booze. A dwarf who likes a type of booze will never get tired of drinking it.

Lack of variety causes bad thoughts, but will never cause a dwarf to stop drinking. Even after years of drinking a booze they don't like, a dwarf will never prefer water or dying of thirst to drinking the same old booze. You can therefore keep a fortress alive on only one type of booze so long as you have enough good thoughts to offset the bad thought from lack of booze variety.

Consequences of a Sober Fortress

Any creature with the [ALCOHOL_DEPENDENT] token, dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of speed in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord and/or want to have Fun).

Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative thoughts from thirst.

Alcohol withdrawal appears in the dwarf's thoughts and preferences as "starting to work slowly due to its scarcity" after 3 months, "really wants a drink" after 6 months, "has gone without a drink for far, far too long" after 9 months, and finally "can't even remember the last time he/she had some" after an entire year.

Types of Alcohol

Plant-based

Grown inside

Ingredient Beverage Produced Beverage Value
Plump helmet Dwarven Wine 2
Pig tail Dwarven Ale 2
Cave wheat Dwarven Beer 2
Sweet pod Dwarven Rum 2

Grown Outside

Ingredient Beverage Produced Beverage Value
Muck root Swamp Whiskey 1
Bloated tuber Tuber Beer 2
Prickle berry Prickle Berry Wine 1
Wild strawberry Strawberry Wine 2
Longland grass Longland Beer 2
Rat weed Sewer Brew 1
Fisher berry Fisher Berry Wine 2
Rope reed River Spirits 2
Sliver barb Gutter Cruor 1
Sun berry Sunshine 5
Whip vine Whip Wine 3

Animal-based

Ingredient Beverage Produced Beverage Value
Honey Mead 1

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