Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 15

Author Topic: Tea  (Read 13501 times)

Artemiuz28

  • Escaped Lunatic
    • View Profile
Tea
« on: July 23, 2018, 02:34:09 pm »

We have tea trees, but we don't have actual tea. I think this is of extreme importance and should be added ASAP. At least for adventurer mode.
Logged

Azerty

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #1 on: July 23, 2018, 04:27:39 pm »

We have tea trees, but we don't have actual tea. I think this is of extreme importance and should be added ASAP. At least for adventurer mode.

I agree and I think other hot drinks such as coffee, cocoa, mate and any other tisane should be added, some of them giving syndroms and most of them giving an happy thought to the drinker.

There's interesting things here.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Tea
« Reply #2 on: July 23, 2018, 05:15:42 pm »

I'm all on board for non-water, non-alcohol drinks being expanded. Last I checked milks are still undrinkable, but I'd love if they were, and other non-alcoholic drinks like tea or coffee (also in game) were added/made drinkable.

Milk, honey, and sugar are all in-game in some form or another-it would be neat to see dwarves adding milk and sweetner to their tea or something like that.
Logged

Starver

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #3 on: July 23, 2018, 06:49:20 pm »

Tea came to Europe circa 16thC (post the nominal tech-cut-off of a variety of RL things). It was, however, a mayge 8th/9thC thing in China. Coffee is 15thC, it seems, in confirmable origin, but took a while to spread.

Maybe this could be done by developing 'exotic drink' candidates associated with each civilisation/region. A particular (suitably Raw-tagged) plant starts off as uniquely a given civ's speciality. (Yes, for Dwarves it's probably going to be brewed as in a still, rather than brewed as in a teapot, if guided by suitable civ-specifying tags to that end.)

It'd probably have to be a plant/whatever grown/found in a biome that civ has (significant) presence in, as well, for them to have developed this.

Once trade (and conquest, and diplomatic spying, etc) gets hold of it, it ought to at least potentially spread to other areas (the taste and demand for it, it least, but maybe also a drive to homebrew it themselves, by hook or by crook.
Logged

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile
Re: Tea
« Reply #4 on: July 23, 2018, 08:52:15 pm »

Don't forget fruit juices, now that we have fruits. Maybe the Presser will actually get something to do.
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

Batgirl1

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #5 on: July 25, 2018, 02:21:28 pm »

+1 for this. Having nonalcoholic beverages could also go hand in hand with Bad Water. It used to be that drinking plain water was a risky endeavor, which is partly why tea (which requires boiling) became so popular in the first place. Making nonalcoholic beverages that are easier / faster than booze but not as effective (like water is now), but without the health risks of water, could add some interesting layers to the drink industry.
Logged

Azerty

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #6 on: October 18, 2018, 06:20:41 am »

+1 for this. Having nonalcoholic beverages could also go hand in hand with Bad Water. It used to be that drinking plain water was a risky endeavor, which is partly why tea (which requires boiling) became so popular in the first place. Making nonalcoholic beverages that are easier / faster than booze but not as effective (like water is now), but without the health risks of water, could add some interesting layers to the drink industry.

We would have to include infectious diseases to have water-borne varieties (diarrhea, cholera). Syndromes from miasma should be done too.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

voliol

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #7 on: October 18, 2018, 10:17:28 am »

+1 This seems like a good extra-feature to fit in whenever cooking is reworked.

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Tea
« Reply #8 on: October 18, 2018, 11:48:20 am »

It's probably just an issue of outdated game elements.  From the early days of Dwarf Fortress, all DRINK objects were presumed alcoholic, and the only way of quenching thirst is through a DRINK item or water.  Now that syndromes can alter moods, fulfilling one's need for alcohol should probably be moved onto a syndrome as well, with the DRINK item type being freed up for more varied fare.

There would need to be some way for taverns and creatures to recognize materials with the requisite syndromes to prevent them from trying to drown their woes in milk.  Maybe throw in some non-DRINK means of fulfilling the need for mind-influencing substances as well, like pipe-weed for instance.

scourge728

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #9 on: October 19, 2018, 07:31:06 am »

As long as civs can dump tea into harbors

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #10 on: October 19, 2018, 08:46:51 am »

Maybe this could be done by developing 'exotic drink' candidates associated with each civilisation/region. A particular (suitably Raw-tagged) plant starts off as uniquely a given civ's speciality. (Yes, for Dwarves it's probably going to be brewed as in a still, rather than brewed as in a teapot, if guided by suitable civ-specifying tags to that end.)

It'd probably have to be a plant/whatever grown/found in a biome that civ has (significant) presence in, as well, for them to have developed this.

Exotic drinks gets a thumbs up from me as non-alcoholic but still valuable thing, that makes dwarves happy to consume when they are already full on alcohol and summarily non-dwarves get less drunk all the while just trying to fufill their thirst if you stocked a tavern more like a tea-room for visitors while the real bar serving strong dwarven brews is underground.

There are other teas that don't need such industrial processing like flower teas that could be naturally collected from the enviroment, and if a [EXOTIC_DRINK] (syntax break line, syntax foward space) [TEA] for a material template then it'd be easy to add and for it to be integrated into civilizations where relevant the same way some drinks break into other products.

(Though you could do it already by making multiple syndromes last time i checked)

Im hoping that the new Trade companies (mentioned in the devlog) can specialise in a product for Holland like Tulip farming, so there's vast fields of a cash crop not for eating out in the world to be pushed through the new trade routes, and keep it a exotic luxury made by certain civs.
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Tea
« Reply #11 on: October 19, 2018, 09:35:40 am »

Maybe this could be done by developing 'exotic drink' candidates associated with each civilisation/region. A particular (suitably Raw-tagged) plant starts off as uniquely a given civ's speciality. (Yes, for Dwarves it's probably going to be brewed as in a still, rather than brewed as in a teapot, if guided by suitable civ-specifying tags to that end.)

It'd probably have to be a plant/whatever grown/found in a biome that civ has (significant) presence in, as well, for them to have developed this.

Exotic drinks gets a thumbs up from me as non-alcoholic but still valuable thing, that makes dwarves happy to consume when they are already full on alcohol and summarily non-dwarves get less drunk all the while just trying to fufill their thirst if you stocked a tavern more like a tea-room for visitors while the real bar serving strong dwarven brews is underground.

There are other teas that don't need such industrial processing like flower teas that could be naturally collected from the enviroment, and if a [EXOTIC_DRINK] (syntax break line, syntax foward space) [TEA] for a material template then it'd be easy to add and for it to be integrated into civilizations where relevant the same way some drinks break into other products.

(Though you could do it already by making multiple syndromes last time i checked)

Im hoping that the new Trade companies (mentioned in the devlog) can specialise in a product for Holland like Tulip farming, so there's vast fields of a cash crop not for eating out in the world to be pushed through the new trade routes, and keep it a exotic luxury made by certain civs.

That sounds like the kind of thing that would be best handled by procedural generation and a properly functioning economy.  Anything that one civ has and another doesn't, either because it doesn't grow there or because the technique for making it is a closely guarded secret, can become a valuable export, and the details would be different from one world to the next, unless the item was hard-coded to only be accessible to particular races (sun berries for elves or subterranean plants for dwarves, for example).

Tea, coffee, silk, chocolate, and bananas are all examples of this in our world; I don't think exoticness should be a hard-coded thing.

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #12 on: October 19, 2018, 10:23:07 am »

it could be as simple a thing as letting trade companies (individually per company) settle upon objects of high value [value modifier x] as a priority to collect as to push them forward.
 
You might get the Uristrocrat Mineral & Gold mining co. , a joint elf company 'Woodland Venture co.' to sell sun-berries, humans attempting to sell masses of valuables gained from different places with rare animals being hunted, plants gathered, and fish & pearls being returned from the sea to pump through.

If the tea-plant has a value of 2 it gets pushed. (though that's tangental discussion between whether we'd like tea/drinks in the game)

Logged

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Tea
« Reply #13 on: October 19, 2018, 11:41:56 am »

it could be as simple a thing as letting trade companies (individually per company) settle upon objects of high value [value modifier x] as a priority to collect as to push them forward.
 
You might get the Uristrocrat Mineral & Gold mining co. , a joint elf company 'Woodland Venture co.' to sell sun-berries, humans attempting to sell masses of valuables gained from different places with rare animals being hunted, plants gathered, and fish & pearls being returned from the sea to pump through.

If the tea-plant has a value of 2 it gets pushed. (though that's tangental discussion between whether we'd like tea/drinks in the game)
Better to have it the other way around, value determined by rarity, since supply and demand is supposed to be implemented at some point.
Logged

voliol

  • Bay Watcher
    • View Profile
Re: Tea
« Reply #14 on: October 19, 2018, 12:34:24 pm »

it could be as simple a thing as letting trade companies (individually per company) settle upon objects of high value [value modifier x] as a priority to collect as to push them forward.
 
You might get the Uristrocrat Mineral & Gold mining co. , a joint elf company 'Woodland Venture co.' to sell sun-berries, humans attempting to sell masses of valuables gained from different places with rare animals being hunted, plants gathered, and fish & pearls being returned from the sea to pump through.

If the tea-plant has a value of 2 it gets pushed. (though that's tangental discussion between whether we'd like tea/drinks in the game)
Better to have it the other way around, value determined by rarity, since supply and demand is supposed to be implemented at some point.
Well, there's still the demand that should be accounted for. Demand should rise with the usefulness/actual intrinsic value of the item. The VALUE token could be considered a way to nudge the NPC's in the right direction for that, so that they don't start an economy based around some insignificant weed just because it happens to be rare.
Pages: [1] 2 3 ... 15