Difference between revisions of "Psychic reader"

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{{Royalty}}{{infobox main|
 
{{Royalty}}{{infobox main|
 
| name = Psychic reader
 
| name = Psychic reader
| image = Health item archotech.png|Psychic reader
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| image = Health item archotech.png
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
 +
| tech level = Archotech
 
| description = Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity.
 
| description = Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity.
 
| resource 1 =  
 
| resource 1 =  
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| page verified for version = 1.3.3066
 
| page verified for version = 1.3.3066
 
}}
 
}}
The '''Psychic Reader''' gives a pawn that's been implanted with it a bonus of +50% [[Negotiation Ability]] and +10% [[Trade Price Improvement]] based on the pawn Social stat, both scaling proportionally with the user's [[psychic sensitivity]]. Negotiation Ability affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks, while Trade Price Improvement obviously improves trade prices.
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The '''psychic reader''' is an [[artificial body part]] that gives a pawn that's been implanted with it a bonus to [[Negotiation Ability]] and [[Trade Price Improvement]], with both bonuses scaling proportionally with the user's [[psychic sensitivity]].  
  
==Acquisition==
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== Acquisition ==
 
Psychic Readers can only be acquired through [[trade]] or as a [[quest]] reward. They cannot be crafted.
 
Psychic Readers can only be acquired through [[trade]] or as a [[quest]] reward. They cannot be crafted.
  
==Summary==
+
== Summary ==
The psychic reader applies an offset of +50% [[Negotiation Ability]] and +10% [[Trade Price Improvement]] of the pawn it is installed in. Note that this is a multiplicative modifier of the [[Skills#Social|Social]] skill. A Social 20 pawn will have its Trade Price Improvement go from 30% to 33%, the 2% bonus for being Faction leader or trading in other settlements is not affected by the Psychic Reader. Negotiation Ability also scales multiplicity with the pawn's Social skill.
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The psychic reader applies an offset of {{+|50%}} [[Negotiation Ability]], and a multiplier of {{Good|x110%}} [[Trade Price Improvement]] of the pawn it is installed in. These bonuses are then multiplied by [[Psychic Sensitivity]] of the implanted pawn.  
  
This improvement greatly enhances Negotiation Ability but gives at most the equivalent of two Social skill levels at 100% Psychic Sensitivity for the Trade Price Improvement.
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Negotiation Ability affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks, while Trade Price Improvement obviously improves trade prices.
  
==Analysis==
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Note that the TPI increase is a ''multiplicative'' modifier of the [[Skills#Social|Social]] skill. A Social 20 pawn at 100% Psychic Sensitivity will have its Trade Price Improvement go from 30% to 33%, equivalent to 2 extra levels of Social skill. At lower Social skills, the psychic reader has a smaller absolute effect. Other factors to TPI, such as the [[faction base]] bonus, are not impacted.
With the addition of trade price improvement offset, the psychic reader is an important tool for any colony that trades heavily. Even with a pawn with a standard psychic sensitivity,  it will pay for itself as long as you have a pawn with a very high Social skill or Psychic Sensitivity or ideally both. For colonies that do not trade, the value of {{Icon|silver|1000}} and the limited niche for its application makes it a low priority for targeted acquisition. However since there are no negative effects of having one installed, if one is available, installing it on the colony's [[Skills#Social|Social]] pawn is a good idea, as they will likely be recruiting [[prisoners]] and be the one giving gifts when on caravan.  
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The Negotiation is an ''offset'', so if a pawn had 110% Negotiation Ability, it would be increased to 160%.
  
As both effects scales with psychic sensitivity, it performs best on pawns with the [[Traits#Psychically sensitive|Psychically Sensitive and Hypersensitive traits]] and synergizes with equipment that buffs sensitivity such as the [[psychic sensitizer]] and [[Eltex]] equipment. At the maximum possible psychic sensitivity of 408%, it provides the equivalent of about 8 levels of Social skill for a Social 20 pawn for trading, as well as more than doubling the Negotiation Ability of that pawn.
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=== Installation ===
 +
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
Should the player wish to employ a strategy involving recruiting pawns with with high recruitment resistances, such as hiring [[Tribes|Tribal]] pawns as a New Arrivals colony to exploit the [[Anima tree]] for [[Psycast]]ing, or hiring large numbers of pawns over the soft limits imposed by their [[AI storyteller]] then the value of the psychic reader increases.
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Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
==Version history==
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If the operation fails, the part will be destroyed.
* ? - Added.
+
 
 +
== Analysis ==
 +
The psychic reader helps recruit prisoners, and increases trade profits by a small amount. Installing the psychic reader on your best Social pawn will generally the greatest benefit. [[Psychic Sensitivity]] helps, but a good Social pawn with 100% Psychic Sensitivity is a better trader than a 0 Social pawn with [[psychically hypersensitive]].
 +
 
 +
For the sole purpose of trade, psychic readers are generally not profitable until the late game. Assuming you buy a psychic reader at {{icon small|silver}} 1000 [[silver]], it takes a massive amount of trading to get a return on investment. At 20 Social skill, the psychic reader increases TPI by 3%. You'd have to buy/sell {{icon small|silver}} 33,333 silver{{ref label|Total|1}} worth of goods before you start making a profit. Even with high [[Psychic Sensitivity]], you will have to trade a lot. You'll have to trade even more if Social skill is lower than 20. But in the late game, where you have lots of goods and can continuously call in traders with a [[comms console]], this implant can be worth it.
 +
 
 +
The psychic reader can also be useful if you wish to recruit many prisoners, or many high resistance prisoners. For example, a [[New Arrivals]] colony may want to recruit [[Tribes|Tribal]] pawns to exploit the [[anima tree]] for [[psycast]]ing. This can save a few days on prisoner recruitment, per prisoner.
 +
 
 +
Overall, the benefits of the psychic reader are small, unless you are doing a massive amount of trading or large amount of prisoner recruitment. Therefore, it is usually not worth buying until the late game, where you can easily afford it. Should you happen to obtain a psychic reader through other means, you should also weigh the benefits of installing the reader, to the risk of brain damage in case of a failed [[surgery]].
 +
 
 +
=== Notes ===
 +
:{{note label|Total|1}} You can buy 16,666 silver worth of goods, by selling 16,666 silver worth of goods, and the reader would result in a 1,000-silver gain. This number may be misleading, too. You'd have to buy/sell a total of 33,333 worth of goods, ''after'' considering the natural trade disadvantage (x0.6 price for selling, x1.4 for buying), but ''before'' considering other factors to TPI, including the TPI from having 20 Social skill in the first place.
 +
 
 +
== Version history ==
 +
* [[Royalty DLC]] Release - Added.
 
* [[Version/1.3.3066|1.3.3066]] - Now improves [[Trade Price Improvement]], previously it had no effect on trade prices.
 
* [[Version/1.3.3066|1.3.3066]] - Now improves [[Trade Price Improvement]], previously it had no effect on trade prices.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
[[Category: Royalty]]
 
[[Category: Medical Item]]
 
[[Category: Body Part]]
 

Latest revision as of 12:47, 23 June 2024

Psychic reader

Psychic reader

Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Archotech
Market Value
1000 Silver
Mass
4 kg
HP
50
Flammability
100%
Technical
thingSetMakerTags
ImplantEmpireRoyal
techHediffsTags
ImplantEmpireRoyal
tradeTags
ImplantEmpireRoyal


The psychic reader is an artificial body part that gives a pawn that's been implanted with it a bonus to Negotiation Ability and Trade Price Improvement, with both bonuses scaling proportionally with the user's psychic sensitivity.

Acquisition[edit]

Psychic Readers can only be acquired through trade or as a quest reward. They cannot be crafted.

Summary[edit]

The psychic reader applies an offset of +50% Negotiation Ability, and a multiplier of ×110% Trade Price Improvement of the pawn it is installed in. These bonuses are then multiplied by Psychic Sensitivity of the implanted pawn.

Negotiation Ability affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks, while Trade Price Improvement obviously improves trade prices.

Note that the TPI increase is a multiplicative modifier of the Social skill. A Social 20 pawn at 100% Psychic Sensitivity will have its Trade Price Improvement go from 30% to 33%, equivalent to 2 extra levels of Social skill. At lower Social skills, the psychic reader has a smaller absolute effect. Other factors to TPI, such as the faction base bonus, are not impacted. The Negotiation is an offset, so if a pawn had 110% Negotiation Ability, it would be increased to 160%.

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

If the operation fails, the part will be destroyed.

Analysis[edit]

The psychic reader helps recruit prisoners, and increases trade profits by a small amount. Installing the psychic reader on your best Social pawn will generally the greatest benefit. Psychic Sensitivity helps, but a good Social pawn with 100% Psychic Sensitivity is a better trader than a 0 Social pawn with psychically hypersensitive.

For the sole purpose of trade, psychic readers are generally not profitable until the late game. Assuming you buy a psychic reader at Silver 1000 silver, it takes a massive amount of trading to get a return on investment. At 20 Social skill, the psychic reader increases TPI by 3%. You'd have to buy/sell Silver 33,333 silver[1] worth of goods before you start making a profit. Even with high Psychic Sensitivity, you will have to trade a lot. You'll have to trade even more if Social skill is lower than 20. But in the late game, where you have lots of goods and can continuously call in traders with a comms console, this implant can be worth it.

The psychic reader can also be useful if you wish to recruit many prisoners, or many high resistance prisoners. For example, a New Arrivals colony may want to recruit Tribal pawns to exploit the anima tree for psycasting. This can save a few days on prisoner recruitment, per prisoner.

Overall, the benefits of the psychic reader are small, unless you are doing a massive amount of trading or large amount of prisoner recruitment. Therefore, it is usually not worth buying until the late game, where you can easily afford it. Should you happen to obtain a psychic reader through other means, you should also weigh the benefits of installing the reader, to the risk of brain damage in case of a failed surgery.

Notes[edit]

1 You can buy 16,666 silver worth of goods, by selling 16,666 silver worth of goods, and the reader would result in a 1,000-silver gain. This number may be misleading, too. You'd have to buy/sell a total of 33,333 worth of goods, after considering the natural trade disadvantage (x0.6 price for selling, x1.4 for buying), but before considering other factors to TPI, including the TPI from having 20 Social skill in the first place.

Version history[edit]