Difference between revisions of "Neural supercharger"

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(analysis is still a bit lacking, but added)
 
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{{Ideology}}
 
{{Ideology}}
{{stub|reason=General info, esp. the analysis, with in-depth analysis of the effect of the buffs needed.}}
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{{Infobox main|misc
{{infobox main|misc|
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| name = Neural supercharger
|name = Neural supercharger
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| image = Neural supercharger.png
|image = Neural supercharger.png|Neural supercharger
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| imagesize = 45px
|imagesize = 45px
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| description = A neuron-sensitizing device that can deliver one neural supercharge each day. A person with a neural supercharge will think and learn faster, but will also consume more food. The effect wears off in one day. Neural superchargers consume a lot of electricity.
|description = A neuron-sensitizing device that can deliver one neural supercharge each day. A person with a neural supercharge will think and learn faster, but will also consume more food. The effect wears off in one day. Neural superchargers consume a lot of electricity.
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| type = Building
|type = Building
+
| type2 = Ideology (Buildings)
|type2 = Ideology
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| placeable = true
|placeable = true
+
| path cost = 42
|path cost = 42
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| passability = pass through only
|passability = pass through only
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| cover = 0.25
|cover = 0.25
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| minifiable = true
|minifiable = true
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| size = 1 ˣ 3
|size = 1 ˣ 3
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| mass base = 20
|mass base = 20
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| flammability = 0.3
|flammability = 0.3
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| hp = 100
|hp = 100
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| sell price multiplier = 0.7
|sell price multiplier = 0.7
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| power = -400
|power = -400
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| terrain affordance = light
|terrain affordance = light
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| research = neural supercharger
|research = neural supercharger
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| thingCategories = BuildingsMisc
|thingCategories = BuildingsMisc
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| work to make = 6000
|work to make = 6000
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| resource 1 = Steel
|resource 1 = Steel
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| resource 1 amount = 50
|resource 1 amount = 50
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| resource 2 = Component
|resource 2 = Component
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| resource 2 amount = 4
|resource 2 amount = 4
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| page verified for version = 1.3.3069
|page verified for version = 1.3.3069
 
 
}}
 
}}
The '''Neural supercharger''' is a [[misc]] building added by the [[Ideology DLC]]. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food.   
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The '''neural supercharger''' is a [[misc]] building added by the [[Ideology DLC]]. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food.   
  
 
== Acquisition ==
 
== Acquisition ==
Neural superchargers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Neural superchargers can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.
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{{Acquisition}} Neural superchargers can only be constructed by a colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.
  
 
== Summary ==
 
== Summary ==
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{{Quote|An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.|'''Neural supercharge definition'''}}
 
{{Quote|An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.|'''Neural supercharge definition'''}}
  
Once connected to power, the neural supercharger will begin to charge. It needs to be charged for {{ticks|60000}} or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for {{ticks|60000}} or 24 in-game hours, with the following effects:
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Once connected to power, the neural supercharger will begin to charge. It needs to be charged for {{Ticks|60000}} or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for {{Ticks|60000}} or 24 in-game hours, with the following effects:
 
* {{+|10%}} [[Consciousness]]
 
* {{+|10%}} [[Consciousness]]
 
* {{+|25%}} [[Global Learning Factor]]
 
* {{+|25%}} [[Global Learning Factor]]
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If colony [[expectations]] are at Moderate (80,000 colony [[wealth]]) or higher, then those believing in a [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff.
 
If colony [[expectations]] are at Moderate (80,000 colony [[wealth]]) or higher, then those believing in a [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff.
  
==Analysis==
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=== Impacts ===
The neural supercharger, along with the [[sleep accelerator]] and [[biosculpter pod]], are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently. +10% Consciousness equates to +10% [[Manipulation]], [[Eating]], and [[Talking]]. If Consciousness is below 100%, then this boost also increases [[Moving]]. Manipulation in particular affects a wide variety of stats and work types, such as Crafting, Construction, Plants, and Medical. Not only will the boost make each job 10% faster, but it will also increase plant yield and medical tend quality.
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+10% Consciousness equates to +10% [[Manipulation]], [[Eating]], and [[Talking]]. If Consciousness is below 100%, then this boost also increases [[Moving]].  
  
The hunger cost is usually negligible, able to be countered in many [[biome]]s by simply growing more food. If you're using a [[nutrient paste dispenser]], then a neural super-charged pawn still consumes less food than a regular pawn eating [[simple meal]]s. Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W abd {{Required Resources}}, it can take a lot to power. Pawns will also enjoy having a sleep accelerator, which consumes another {{Required Resources|Sleep accelerator}}.  
+
Manipulation in particular affects a wide variety of stats and work types, such as Crafting, Construction, Plants, and Medical. Not only will the boost make each job 10% faster, but it will also increase plant yield and medical tend quality. For a full list of affected stats, see their individual pages.
  
Once you reach high expectations, Transhumanist pawns will start demanding [[biosculpter pod#Age_reversal|age reversal]]. This takes an absolute minimum of 2.61 days of a pawn's time per year in a [[sterile]] room. With 4.35% of their year stuck in age reversal, the supercharger + sleep accelerator still leads to a net positive time/
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== Analysis ==
 +
{{Stub|section=1|reason= Over focused on transhumanist colonies but not only available to them, also needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect rather than assuming a TH colony must have them and not considering whether its worth a non-TH getting them}}
 +
The neural supercharger, along with the [[sleep accelerator]] and [[biosculpter pod]], are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.
  
Once these costs can be afforded, both the supercharger and the sleep accelerator are free buffs to pawn work speed. For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.
+
The hunger cost is usually negligible, able to be countered in many [[biome]]s by simply growing more food. If you're using a [[nutrient paste dispenser]], then a neural super-charged pawn still consumes less food than a regular pawn eating [[simple meal]]s.
 +
 
 +
Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W of power and {{Required Resources}}, it can take a lot of power to run a transhumanist colony. Pawns will also enjoy having a sleep accelerator, which consumes another {{Required Resources|Sleep accelerator}}, and 350 W when sleeping. Constructing both buildings, and the [[generator]]s required to run them, will also increase colony [[wealth]] by a fair amount.
 +
 
 +
Once you reach high expectations, Transhumanist pawns will start demanding [[biosculpter pod#Age_reversal|age reversal]]. In addition to building the pod, this will take an absolute minimum of 2.61 days of a pawn's time per year, assuming the pod is in a [[sterile tile|sterile]] room. With 4.35% - 6% of their year stuck in age reversal, the supercharger + sleep accelerator still ends up being a net positive in work - just a costly one.
 +
 
 +
Once you can afford the costs of all 3 buildings, both the supercharger and the sleep accelerator are free buffs to pawn work speed.  
 +
 
 +
For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.
  
 
== Version history ==
 
== Version history ==
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* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42.
 
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42.
  
{{nav|misc|wide}}
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{{Nav|ideology|wide}}
[[Category:Miscellaneous]]
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[[Category:Ideology (Buildings)]]

Latest revision as of 12:16, 27 September 2024

Neural supercharger

Neural supercharger

A neuron-sensitizing device that can deliver one neural supercharge each day. A person with a neural supercharge will think and learn faster, but will also consume more food. The effect wears off in one day. Neural superchargers consume a lot of electricity.

Base Stats

Type
BuildingIdeology (Buildings)
Market Value
245 Silver [Note]
Mass
20 kg
HP
100
Flammability
30%
Path Cost
42 (24%)

Building

Size
1 × 3
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
25%
Terrain Affordance
Light
Power
-400 W

Creation

Required Research
Neural supercharger
Work To Make
6,000 ticks (1.67 mins)
Resources to make
Steel 50 + Component 4
Deconstruct yield
Steel 25 + Component 2
Destroy yield
Steel 12 - 13 + Component 1
Technical
thingCategories
BuildingsMisc


The neural supercharger is a misc building added by the Ideology DLC. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food.

Acquisition[edit]

Neural superchargers can be constructed once the neural supercharger research project has been completed. Each requires Steel 50 Steel, Component 4 Components and 6,000 ticks (1.67 mins) of work modified by the construction speed of the builder. Neural superchargers can only be constructed by a colonist with an Ideoligion containing the Transhumanist meme.

Summary[edit]

An externally-induced increase in sensitivity and synchronicity of neurons. This boosts consciousness and learning rate at the cost of increased hunger.

— Neural supercharge definition

Once connected to power, the neural supercharger will begin to charge. It needs to be charged for 60,000 ticks (16.67 mins) or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for 60,000 ticks (16.67 mins) or 24 in-game hours, with the following effects:

Note that both the charge time and hediff duration is the same - thus a single supercharger can keep a single pawn almost permanently supercharged, minus travel time.

If colony expectations are at Moderate (80,000 colony wealth) or higher, then those believing in a Transhumanist ideoligion will receive −6 Want neural supercharge if not currently affected by its hediff.

Impacts[edit]

+10% Consciousness equates to +10% Manipulation, Eating, and Talking. If Consciousness is below 100%, then this boost also increases Moving.

Manipulation in particular affects a wide variety of stats and work types, such as Crafting, Construction, Plants, and Medical. Not only will the boost make each job 10% faster, but it will also increase plant yield and medical tend quality. For a full list of affected stats, see their individual pages.

Analysis[edit]

The neural supercharger, along with the sleep accelerator and biosculpter pod, are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.

The hunger cost is usually negligible, able to be countered in many biomes by simply growing more food. If you're using a nutrient paste dispenser, then a neural super-charged pawn still consumes less food than a regular pawn eating simple meals.

Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W of power and Steel 50 Steel, Component 4 Components, it can take a lot of power to run a transhumanist colony. Pawns will also enjoy having a sleep accelerator, which consumes another Steel 50 Steel, Component 5 Components, and 350 W when sleeping. Constructing both buildings, and the generators required to run them, will also increase colony wealth by a fair amount.

Once you reach high expectations, Transhumanist pawns will start demanding age reversal. In addition to building the pod, this will take an absolute minimum of 2.61 days of a pawn's time per year, assuming the pod is in a sterile room. With 4.35% - 6% of their year stuck in age reversal, the supercharger + sleep accelerator still ends up being a net positive in work - just a costly one.

Once you can afford the costs of all 3 buildings, both the supercharger and the sleep accelerator are free buffs to pawn work speed.

For colonies without the Transhumanist meme, a person who follows an ideoligion with the meme can be recruited and can build it.

Version history[edit]