Psychite tea

Psychite tea is a relatively safe social drug that greatly improves mood, slightly reducing pain and the rate in which pawns get tired, at the risk of addiction. It is relatively very easy to research compared to other drugs, especially for Tribal colonies who suffer a speed penalty while researching more advanced drugs.
== Acquisition ==
It can also be purchased from Tribal traders, especially Shaman Merchants who commonly stock it, as well as Tribal faction bases. Tribal visitors and raiders will also occasionally carry them.
== Summary ==
Psychite tea is a moderately potent social drug that has a variety of effects. These can be broken into effects that occur:
* Instantaneously and one time upon using the drug.
* While high on the drug.
* While having a built-up tolerance to the drug.
* While addicted to the drug.
* While withdrawing from the drug.
Note that psychite tolerance, addiction and withdrawal are shared by psychite tea, flake and yayo.
=== Upon drinking ===
A pawn taking psychite tea will do so right where it stands without looking for a place to sit first. Psychite tea is taken by drinking, taking . It has the following one time effects:
* recreation
* If the pawn has the chemical interest or chemical fascination trait:
** Chemical need
* Rest
* + to + Psychite tea high severity, depending on tolerance (see "Psychite tea high" below)
* Psychite tolerance severity, divided by body size (see "Psychite tolerance" below)
* If the pawn has a Psychite tolerance already:
** Psychite addiction chance (see "Psychite addiction" below)
* If the pawn has a psychite addiction already:
** Psychite need (see "Psychite addiction" below)
** Psychite addiction progress (see "Psychite addiction" below)
=== Psychite tea high ===
Each psychite tea increases the psychite tea high severity by the following formula:
Increase in severity = * (100 - (tolerance * 75 round 0))
Therefore with 0% tolerance the severity increases by , with 100% tolerance by . It decreases by per day again, meaning that the high of a single dose lasts between and . The maximum severity of a psychite tea high is 100% which is reached with to . Regardless of the psychite tea high severity, the effects are always the same. Only their duration changes accordingly:
* Mood ("Drinking that tea made me feel great. I love having this energy!")
* Pain
* Sleep Fall Rate
Without any tolerance, a dose of psychite tea will last for .
== Analysis ==
Psychite tea is much less addictive than flake or yayo. Adult colonists, 18 or older, can drink it every 2 days without becoming addicted. Tea provides a greater mood buff than ambrosia or a single beer, while decreasing the need for rest, thus increasing a colonist's work time. Psychite tea can be consumed on a consistent schedule to increase productivity, or saved for combat situations where you need pawns to stay happy.
The main risk of psychite tea is addiction from unintended use, whenever from a drug binge or from a pawn with chemical interest. Psychite withdrawal is harsher than smokeleaf, much harsher than ambrosia, and it is noticeably harder to get addicted to beer. If these factors can be handled, then using psychite tea is a net positive for the colony. Of these, drug binges can be avoided by keeping mood up. Pawns with chemical interest will respect allowed areas, so restrict them from areas that create or store drugs.
=== Work analysis ===
Psychite tea provides to Rest Fall Rate for 6 hours, or time per 1% Rest need. Without tea, the Rest need falls by ~3.96% per hour when not already tired. The boost from tea will equate to +% Rest need over 6 hours, in addition to the instant +10% Rest from ingesting the drug. This results in a net boost of Rest, or hours of effective awake time.
Actual time saved will almost always be lower in a 24 hour schedule, as sleeping increases Rest faster than it falls. On a normal quality bed, a dose of tea equates to 0.95 hours of sleep, or . With healthy pawns at the , it takes ticks to sow a psychoid plant, ticks to cook the tea, and 210 ticks to drink it, for a total of ticks per dose. Note that this is before travel time.
Time savings decrease as Rest Rate Multiplier increases, such as with better beds or the quick sleeper trait. However, psychite tea also increases the Recreation meter, which saves time recreating. Plus, high skill colonists create tea a lot faster. Short of a circadian half-cycler or the Never sleep gene, creating psychite tea with perfect travel time is always a plus on work.
===Trade===
Flake costs the same amount of psychoid leaves, takes less work, and is worth silver more per unit. Therefore, psychite tea is a completely inferior option to both flake and yayo once Psychite refining has been researched.
Smokeleaf joints are a usually better option. Smokeleaf plants grow faster than psychoid, and give more drugs per plant and planter work. Smokeleaf joints take longer to create in a drug lab than psychite in a electric stove, but give more silver per unit. Note that both crafting spots and campfires double the work for their respective drug, while fueled stoves require constant wood. Therefore, smokeleaf is the superior cash crop if you have a drug lab, or if you don't have either stove.
Regardless, psychoid may be grown in a colony for drinking - any excess tea can be sold for good money.
== Gallery ==
Tea a.png|One tea
Tea b.png|Partial stack
Tea c.png|Full stack
== Version history ==
* Beta 18 - Added as Psychoid pekoe.
* Beta 19 - Renamed from Psychoid pekoe to Psychite tea. No longer made at a crafting spot.
* Beta 19/1.0 - tolerance gain 0.02 -> 0.03, market value 14 -> 10, restFallFactor 0.9 -> 0.8
* 1.5.4062 - Drug tolerance gain is now divided by body size and not body size squared - this also had the effect of making the suggested safe dose intervals for children correct. 
Category:Drug Category:Social Drug