Difference between revisions of "Neural supercharger"
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{{Ideology}} | {{Ideology}} | ||
− | {{ | + | {{Infobox main|misc |
− | + | | name = Neural supercharger | |
− | |name = Neural supercharger | + | | image = Neural supercharger.png |
− | |image = Neural supercharger.png | + | | imagesize = 45px |
− | |imagesize = 45px | + | | 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. | + | | type = Building |
− | |type = Building | + | | type2 = Ideology (Buildings) |
− | |type2 = Ideology | + | | placeable = true |
− | |placeable = true | + | | path cost = 42 |
− | |path cost = 42 | + | | passability = pass through only |
− | |passability = pass through only | + | | cover = 0.25 |
− | |cover = 0.25 | + | | minifiable = true |
− | |minifiable = true | + | | size = 1 ˣ 3 |
− | |size = 1 ˣ 3 | + | | mass base = 20 |
− | |mass base = 20 | + | | flammability = 0.3 |
− | |flammability = 0.3 | + | | hp = 100 |
− | |hp = 100 | + | | sell price multiplier = 0.7 |
− | |sell price multiplier = 0.7 | + | | power = -400 |
− | |power = -400 | + | | terrain affordance = light |
− | |terrain affordance = light | + | | research = neural supercharger |
− | |research = neural supercharger | + | | thingCategories = BuildingsMisc |
− | |thingCategories = BuildingsMisc | + | | work to make = 6000 |
− | |work to make = 6000 | + | | resource 1 = Steel |
− | |resource 1 = Steel | + | | resource 1 amount = 50 |
− | |resource 1 amount = 50 | + | | resource 2 = Component |
− | |resource 2 = Component | + | | resource 2 amount = 4 |
− | |resource 2 amount = 4 | + | | page verified for version = 1.3.3069 |
− | |page verified for version = 1.3.3069 | ||
}} | }} | ||
− | The ''' | + | The '''neural supercharger''' is a 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 == | ||
− | + | {{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 {{ | + | 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]] | ||
Line 47: | Line 46: | ||
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. | ||
− | ===Impacts=== | + | === Impacts === |
+10% Consciousness equates to +10% [[Manipulation]], [[Eating]], and [[Talking]]. If Consciousness is below 100%, then this boost also increases [[Moving]]. | +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. | 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== | + | == Analysis == |
− | + | {{Stub|section=1|reason= Needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect, also some analysis on if it's worth non-TH colonies getting them}} | |
− | The hunger cost is usually negligible, | + | The hunger cost is usually negligible, with the more important costs of the building being power and resources. If these costs can be afforded, the neural supercharger is a practically free boost to worker speed. However, it requires a pawn with the Transhumanist meme to build, which is not trivial if your colony did not start with it. |
− | + | * Starting with the Transhumanist meme comes with some downsides, due to the demand for [[biosculpter pod#Age_reversal|age reversal]] at high [[wealth]], as well as the food/energy/construction costs of the supercharger and related [[sleep accelerator]]. The food cost can be mitigated with a [[nutrient paste dispenser]]. | |
− | + | ** Once age reversal is demanded, the age reversal will take 4.35% - 6% of a colonist's year doing nothing. The benefit from supercharger + sleep accelerator will send up saving more time than is spent in the age reversal. | |
− | + | * If you did not start with the Transhumanist meme, it is still possible to build superchargers: either with a Fluid ideoligion, or by recruiting a pawn with an ideoligion with the meme. For the latter, it is possible to set other ideologies to start with Transhumanist. | |
− | |||
− | |||
− | |||
− | |||
== Version history == | == Version history == | ||
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* [[Version/1.3.3101|1.3.3101]] - can now be walked through. | * [[Version/1.3.3101|1.3.3101]] - can now be walked through. | ||
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42. | * [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42. | ||
+ | * [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab. | ||
− | {{ | + | {{Nav|ideology|wide}} |
− | [[Category: | + | [[Category:Ideology (Buildings)]] |
Latest revision as of 00:46, 26 March 2025
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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
- Building – Ideology (Buildings)
- 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)
- thingCategories
- BuildingsMisc
The neural supercharger is a 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 50 Steel,
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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc. |
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:
- +10% Consciousness
- +25% Global Learning Factor
- +20% Hunger Rate Factor
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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect, also some analysis on if it's worth non-TH colonies getting them. |
The hunger cost is usually negligible, with the more important costs of the building being power and resources. If these costs can be afforded, the neural supercharger is a practically free boost to worker speed. However, it requires a pawn with the Transhumanist meme to build, which is not trivial if your colony did not start with it.
- Starting with the Transhumanist meme comes with some downsides, due to the demand for age reversal at high wealth, as well as the food/energy/construction costs of the supercharger and related sleep accelerator. The food cost can be mitigated with a nutrient paste dispenser.
- Once age reversal is demanded, the age reversal will take 4.35% - 6% of a colonist's year doing nothing. The benefit from supercharger + sleep accelerator will send up saving more time than is spent in the age reversal.
- If you did not start with the Transhumanist meme, it is still possible to build superchargers: either with a Fluid ideoligion, or by recruiting a pawn with an ideoligion with the meme. For the latter, it is possible to set other ideologies to start with Transhumanist.
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3101 - can now be walked through.
- 1.3.3117 - Path cost 0 -> 42.
- 1.4.3523 - Moved from Misc to new Ideology architect tab.