Difference between revisions of "Yttakin"

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{{Biotech}}
 
{{Biotech}}
 +
{{Infobox main|xenotype
 +
| name = Yttakin
 +
| image = Yttakin.png
 +
| description = Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife and can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before.<br/>Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.
 +
| short description = Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments, and they have a unique ability to communicate vocally and psychically with animals. They are not fast or energetic or precise, but can keep going when others would have collapsed long before.
 +
<!-- Base Stats -->
 +
| type = Human
 +
| type2 = Xenotypes
 +
<!-- Xenotypes -->
 +
| can generate as combatant = true
 +
| factionless generation weight = 1
 +
| inheritable = true
 +
| combat power factor = 1.3
 +
| name maker = NamerPersonYttakin
 +
| chance to use name maker = 1
 +
| genes = Hulk body, Roar voice, Furskin, No hair, Furry tail, Unisex beards, Animal warcall, Robust, Great Animals, Strong melee damage, Sleepy, Psychically dull, Naked speed, Slow wound healing, Aggressive, Awful Mining
 +
<!-- Technical -->
 +
| defName = Yttakin
 +
| label = yttakin
 +
| iconPath = UI/Icons/Xenotypes/Yttakin
 +
}}
 
'''Yttakin''' (pronounced as ''ee-ta-keen'')<ref name="Biotech Preview 4">[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement</ref> are a [[Xenotypes|xenotype]], genetically engineered to live on ultra-cold planets.
 
'''Yttakin''' (pronounced as ''ee-ta-keen'')<ref name="Biotech Preview 4">[https://store.steampowered.com/news/app/294100/view/3319740412995643281 Biotech Preview #4] Steam Announcement</ref> are a [[Xenotypes|xenotype]], genetically engineered to live on ultra-cold planets.
  
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Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets,<ref name="Yttakin xenotype long desc"/> where they now pursue their traditional lifestyle.<ref name="Yttakin faction desc">[[Yttakin pirates]] [[faction]] description</ref> Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.<ref name="Yttakin xenotype long desc"/>
 
Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets,<ref name="Yttakin xenotype long desc"/> where they now pursue their traditional lifestyle.<ref name="Yttakin faction desc">[[Yttakin pirates]] [[faction]] description</ref> Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.<ref name="Yttakin xenotype long desc"/>
  
Yttak itself is referred to elsewhere as ice-moon prison.<noinclude><ref name="Ideology Places">Ideology Places.xml</ref></noinclude><includeonly><ref name="Ideology Places"/></includeonly> For more information, see the [[Lore#Worlds|Yttak lore entry]].
+
Yttak itself is referred to elsewhere as an ice-moon prison.<noinclude><ref name="Ideology Places">Ideology Places.xml</ref></noinclude><includeonly><ref name="Ideology Places"/></includeonly> For more information, see the [[Lore#Yttak|Yttak lore entry]].
  
 
[[Yttakin pirates]] are close-knit bands of yttakin that choose to be isolated, and refuse to deal with outsiders.<ref name="Biotech Preview 4"/><ref name="Yttakin faction desc"/> They are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take.<ref name="Yttakin faction desc"/> These animals are referred to as "wild",<ref name="Biotech Preview 4"/> implying that they are not tamed and may simply be rounded up and psychically called by the band before raids, rather than being kept. Also notable, is that the pirate faction is implied to be their traditional lifestyle<ref name="Yttakin faction desc"/> - whether this refers to to their isolationism, internal clan traditions, piracy, or all of the above is unclear. The use of terms such as roarclan, tribe, clan, pack, family, and kinroar to describe the faction imply at least that a traditional cultural structure is maintained however.<ref name="Biotech faction namer">Biotech RulePacks_Namers_Faction.xml</ref>
 
[[Yttakin pirates]] are close-knit bands of yttakin that choose to be isolated, and refuse to deal with outsiders.<ref name="Biotech Preview 4"/><ref name="Yttakin faction desc"/> They are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take.<ref name="Yttakin faction desc"/> These animals are referred to as "wild",<ref name="Biotech Preview 4"/> implying that they are not tamed and may simply be rounded up and psychically called by the band before raids, rather than being kept. Also notable, is that the pirate faction is implied to be their traditional lifestyle<ref name="Yttakin faction desc"/> - whether this refers to to their isolationism, internal clan traditions, piracy, or all of the above is unclear. The use of terms such as roarclan, tribe, clan, pack, family, and kinroar to describe the faction imply at least that a traditional cultural structure is maintained however.<ref name="Biotech faction namer">Biotech RulePacks_Namers_Faction.xml</ref>
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{{Xenotype Faction Table|yttakin}}
 
{{Xenotype Faction Table|yttakin}}
  
As raiders, yttakin have a x1.3 [[raid points|combat power]] multiplier, meaning they count as 1.3 of a raider.{{Check Tag|Verify|From XMLs. Needs verification in-game}} A raid consisting of all yttakin would be {{%|1/1.3 round 2}} as large as the same raid with [[baseliner]]s.
+
As raiders, yttakin have a x1.3 [[raid points|combat power]] multiplier, meaning they count as 1.3 of a raider. A raid consisting of all yttakin would be {{%|1/1.3 round 2}} as large as the same raid with [[baseliner]]s.
  
 
== Summary ==  
 
== Summary ==  
  
 
==== Genes ====
 
==== Genes ====
<div><li style="display: inline-table;">
+
Yttakin have a gene complexity of 13[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]]. With a {{--|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of {{Bad|×1.25%}}.
{| {{STDT| c_01 }}
 
!This table has been collapsed due to length. <span style="color:#0645ad;" class="mw-collapsible mw-customtoggle-Gene" id="mw-customcollapsible-Gene">Click to expand {{Cross}}</span><span style="color:#0645ad;" class="mw-collapsible mw-collapsed mw-customtoggle-Gene" id="mw-customcollapsible-Gene">Click to collapse {{Check}}</span>
 
|-
 
|}
 
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Gene">
 
{| {{STDT| sortable c_17 }}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! Exclude
 
 
 
|- id="Animal warcall"
 
! Animal warcall<br>[[File:Gene_AnimalWarcall.png|64px]]
 
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.''
 
----
 
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall
 
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.''
 
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.
 
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}
 
:* Range: 49.9 tiles
 
:* Warmup Time: {{Ticks|120}}
 
:* Cooldown: {{Ticks/gametime|900000}} per charge.
 
:* Charges: 2
 
:* AI Can Use: True
 
| {{--|2}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Slow wound healing"
 
! Slow wound healing<br>[[File:Gene_WoundHealingRateSlow.png|64px]]
 
| ''Carriers of this gene heal from wounds half as fast as normal.''
 
----
 
*Injury healing factor {{Bad|×50%}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| WoundHealingRate
 
 
 
|- id="Psychically dull"
 
! Psychically dull<br>[[File:Gene_PsychicallyDull.png|64px]]
 
| ''Carriers of this gene are less psychically-sensitive than others.''
 
----
 
* Forced [[trait]]: [[Psychically dull]]
 
| {{+|1}}
 
| {{Bad|1}}
 
| PsychicAbility
 
 
 
|- id="Naked speed"
 
! Naked speed<br>[[File:Gene_NakedSpeed.png|64px]]
 
| ''Carriers of this gene move slower while clothed, and faster while naked.''
 
----
 
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)
 
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)
 
| {{+|2}}
 
| {{Bad|1}}
 
| -
 
 
 
|- id="Aggressive"
 
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
 
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
----
 
*Effects:
 
** Social fight chance factor ×200%
 
** Chance mental break is violent ×200%
 
** Prison break interval factor ×60%
 
| {{+|2}}
 
| {{Bad|1}}
 
| Aggression<br>Aggressive
 
 
 
|- id="Strong melee damage"
 
! Strong melee damage<br>[[File:Gene_StrongMeleeDamage.png|64px]]
 
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
 
----
 
* Melee damage factor ×150%
 
** This also affects melee {{AP}} when calculated from damage. It does not affect weapons whose AP has been set independently of damage. Examples include: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} [[Hand talon]]s,{{RoyaltyIcon}} and [[Venom talon]]s.{{RoyaltyIcon}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| MeleeDamage
 
 
 
|- id="Sleepy"
 
! Sleepy<br>[[File:Gene_Sleepy.png|64px]]
 
| Carriers of this gene get tired somewhat faster than others.
 
----
 
* Sleep fall rate ×140%
 
| {{+|2}}
 
| {{Bad|1}}
 
| Sleep
 
 
 
|- id="Robust"
 
! Robust<br>[[File:Gene_Tough.png|64px]]
 
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
 
----
 
* Incoming damage multiplier ×75%
 
| {{--|2}}
 
| {{Bad|1}}
 
| Toughness
 
 
 
|- id="No hair"
 
! No hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
 
| ''Carriers of this gene grow no hair on the head.''
 
| '''0'''
 
| '''0'''
 
| HairStyle
 
 
 
|- id="Unisex beards"
 
! Unisex beards<br>[[File:Gene_UnisexBeards.png|64px]]
 
| ''Carriers of this gene always have thick facial hair, even women.''
 
| '''0'''
 
| '''0'''
 
| BeardStyle
 
 
 
|- id="Roar voice"
 
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
 
| ''Carriers have an animal-like roaring voice.''
 
| '''0'''
 
| '''0'''
 
| Voice
 
 
 
|- id="Hulk body"
 
! Hulk body<br>[[File:Gene_BodyHulk.png|64px]]
 
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
 
| '''0'''
 
| '''0'''
 
| BodyType
 
 
 
|- id="Furskin"
 
! Furskin<br>[[File:Gene_Furskin.png|64px]]
 
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.''
 
----
 
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
 
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%
 
* {{RimworldIcon}}Removes mood: Naked: -6
 
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4
 
| {{--|1}}
 
| {{Bad|1}}
 
| HairStyle<br>Fur<br>BeardStyle<br>
 
  
|- id="Furry tail"
+
All yttakin have these [[germline gene]]s:
! Furry tail<br>[[File:Gene_TailFurry.png|64px]]
 
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.''
 
----
 
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
 
* Adds an aesthetic only tail to the pawn's sprite
 
* Note: Does '''not''' add a targetable or damageable [[body part]]
 
| {{--|1}}
 
| {{Bad|1}}
 
| Tail
 
  
|- id="Great animals"
+
'''Assorted:'''
! Great Animals<br>[[File:Gene_GreatAnimals.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.''
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene AnimalWarcall.png|64|Animal warcall|Genes#Animal warcall}}
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WoundHealingRateSlow.png|64|Slow wound healing|Genes#Slow wound healing}}
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PsychicallyDull.png|64|Psychically dull|Genes#Psychically dull}}
| {{--|3}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene NakedSpeed.png|64|Naked speed|Genes#Naked speed}}
| {{Bad|2}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Aggressive.png|64|Aggressive|Genes#Aggressive}}
| -
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Genes#Strong melee damage}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Sleepy.png|64|Sleepy|Genes#Sleepy}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Tough.png|64|Robust|Genes#Robust}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Furskin.png|64|Furskin|Genes#Furskin}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene TailFurry.png|64|Furry tail|Genes#Furry tail}}
 +
|-
 +
| <small>[[Genes#Animal warcall|Animal warcall]]</small>
 +
| <small>[[Genes#Slow wound healing|Slow wound healing]]</small>
 +
| <small>[[Genes#Psychically dull|Psychically dull]]</small>
 +
| <small>[[Genes#Naked speed|Naked speed]]</small>
 +
| <small>[[Genes#Aggressive|Aggressive]]</small>
 +
| <small>[[Genes#Strong melee damage|Strong melee damage]]</small>
 +
| <small>[[Genes#Sleepy|Sleepy]]</small>
 +
| <small>[[Genes#Robust|Robust]]</small>
 +
| <small>[[Genes#Furskin|Furskin]]</small>
 +
| <small>[[Genes#Furry tail|Furry tail]]</small>
 +
|
  
|- id="Awful mining"
+
'''Cosmetic:'''
! Awful Mining<br>[[File:Gene_AwfulMining.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.''
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene HairStyleBaldOnly.png|64|No hair|Genes#No hair}}
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene UnisexBeards.png|64|Unisex beards|Genes#Unisex beards}}
* Removes all [[passion]]s for [[Mining]]
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene VoiceRoar.png|64|Roar voice|Genes#Roar voice}}
| {{+|2}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene BodyHulk.png|64|Hulk body|Genes#Hulk body}}
|{{Bad|1}}
+
|-
| -
+
| <small>[[Genes#No hair|No hair]]</small>
 +
| <small>[[Genes#Unisex beards|Unisex beards]]</small>
 +
| <small>[[Genes#Roar voice|Roar voice]]</small>
 +
| <small>[[Genes#Hulk body|Hulk body]]</small>
 +
|
  
 +
'''Skills'''
 +
{| class="wikitable" style="text-align: center;"
 +
|- align="center"
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GreatAnimals.png|64|Great animals|Genes#Great animals}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene AwfulMining.png|64|Awful mining|Genes#Awful mining}}
 +
|-
 +
| <small>[[Genes#Great animals|Great animals]]</small>
 +
| <small>[[Genes#Awful mining|Awful mining]]</small>
 
|}
 
|}
</div>
 
</div>
 
</li></div>
 
  
 
==Analysis==
 
==Analysis==
 
Yttakin thrive in cold climates. Even when naked, they have a minimum comfortable temperature of {{temperature|-6}}, and only get [[hypothermia]] below {{temperature|-16}}. Yttakin are good combatants regardless of climate, with both robust and strong melee damage. However, slow wound healing makes them somewhat less effective fighters in practice.
 
Yttakin thrive in cold climates. Even when naked, they have a minimum comfortable temperature of {{temperature|-6}}, and only get [[hypothermia]] below {{temperature|-16}}. Yttakin are good combatants regardless of climate, with both robust and strong melee damage. However, slow wound healing makes them somewhat less effective fighters in practice.
  
As working colonists, yttakin's main weakness is the [[Genes#Sleepy|Sleepy]] gene, which causes extra sleep. A yttakin sleeping in a normal [[bed]] would spend {{%| (18.19/1.4) / (7.56 + (18.19/1.4)) round 3}} <!---Fundamentally, this is (Time awake) / (Time awake + time asleep). RFR of 1.4 reduces awake time by 1.4x for the same sleep. See Rest page for more details---> of the day awake, or sleep for {{#expr:(7.56) / (7.56 + (18.19/1.4)) * 24 round 2}} hours per day. A baseliner in the same bed would spend {{%| (18.19) / (7.56 + 18.19) round 3}} of the day awake, or sleep for {{#expr:(7.56) / (7.56 + 18.19) * 24 round 2}} hours per day. This would result in {{Bad|{{%| (1/1.4) * (7.56 + 18.19) / (7.56 + (18.19/1.4)) round 3}}}} ''awake time'' from the sleeping gene. Otherwise, yttakin can do all work, except Mining, reasonably well. (Note that being sleepy does not impact combat performance at all. Until a pawn falls asleep due to exhaustion, a lack of rest only impacts [[mood]].)
+
As workers, yttakin's main weakness is the [[Genes#Sleepy|Sleepy]] gene, which causes extra sleep. A yttakin sleeping in a normal [[bed]] would spend {{%| (18.19/1.4) / (7.56 + (18.19/1.4)) round 3}} <!---Fundamentally, this is (Time awake) / (Time awake + time asleep). RFR of 1.4 reduces awake time by 1.4x for the same sleep. See Rest page for more details---> of the day awake, or sleep for {{#expr:(7.56) / (7.56 + (18.19/1.4)) * 24 round 2}} hours per day. A baseliner in the same bed would spend {{%| (18.19) / (7.56 + 18.19) round 3}} of the day awake, or sleep for {{#expr:(7.56) / (7.56 + 18.19) * 24 round 2}} hours per day. This means that a yttakin would spend {{Bad|x{{%| (1/1.4) * (7.56 + 18.19) / (7.56 + (18.19/1.4)) round 3}}}} of their time awake from the sleeping gene. Otherwise, yttakin can do all work, except Mining, reasonably well. '''N.B.''' Being sleepy does not impact combat performance at all. Until a pawn falls asleep due to exhaustion, a lack of rest only impacts their [[mood]].
  
 
Other genes worth noting: Aggressive can cause more social fights, which with strong melee damage, can potentially lead to body part destruction. Animal warcall can be powerful earlier in the game, especially if you have [[thrumbo]]s around. But, in the late game, even 2 [[megasloth]]s are unlikely to deal significant damage to a group of raiders. This ability has a very long cooldown, so it can't be used for every fight.
 
Other genes worth noting: Aggressive can cause more social fights, which with strong melee damage, can potentially lead to body part destruction. Animal warcall can be powerful earlier in the game, especially if you have [[thrumbo]]s around. But, in the late game, even 2 [[megasloth]]s are unlikely to deal significant damage to a group of raiders. This ability has a very long cooldown, so it can't be used for every fight.
Line 215: Line 116:
 
: For dedicated soldiers, you can install [[Genes#Psychite dependency|Psychite dependency]] or [[Genes#Go-juice dependency|Go-juice dependency]] to counteract the extra sleep need. [[Flake]], [[yayo]], and [[go-juice]] all increase the Rest stat when taken. Taking these drugs before combat ensures that your soldiers remain awake and happy during combat.
 
: For dedicated soldiers, you can install [[Genes#Psychite dependency|Psychite dependency]] or [[Genes#Go-juice dependency|Go-juice dependency]] to counteract the extra sleep need. [[Flake]], [[yayo]], and [[go-juice]] all increase the Rest stat when taken. Taking these drugs before combat ensures that your soldiers remain awake and happy during combat.
  
:This gene's downsides can be completely eliminated using a [[circadian half-cycler]]{{RoyaltyIcon}}, which removes the need for sleep, meaning Sleepy is free metabolic efficiency. Note that the half-cycler comes with a {{--|15%}} [[Consciousness]] penalty, which can make pawns less effective at certain jobs (such as combat and social).
+
:The increase sleep fall rate can be completely eliminated by using a [[circadian half-cycler]]{{RoyaltyIcon}}, which removes the need for sleep. This results in a {{+|2}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]] bonus in exchange for a {{--|15%}} [[Consciousness]] penalty. See the [[Circadian half-cycler]] page for further analysis on this Consciousness penalty affects, but it will significantly negatively affect the primary roles favored by yttakin genetics - Combat and Animals.  
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Xenotypes]]
 
[[Category:Xenotypes]]
 
{{#set:Image = [[File:Yttakin.png]]}}
 
{{#set:Image = [[File:Yttakin.png]]}}

Latest revision as of 06:40, 23 October 2024

Yttakin

Yttakin

Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife and can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before.
Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.

Base Stats

Type
HumanXenotypes
Technical
defName
Yttakin


Yttakin (pronounced as ee-ta-keen)[1] are a xenotype, genetically engineered to live on ultra-cold planets.

Lore[edit]

Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments.[2] Yttakin share a psychic connection with the wildlife,[2] with whom they can communicate both vocally and psychically,[3] and they can summon animals to their side during battles.[2] They are not fast or energetic or precise, but can keep going when others would have collapsed long before. [2]

Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets,[2] where they now pursue their traditional lifestyle.[4] Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.[2]

Yttak itself is referred to elsewhere as an ice-moon prison.[5] For more information, see the Yttak lore entry.

Yttakin pirates are close-knit bands of yttakin that choose to be isolated, and refuse to deal with outsiders.[1][4] They are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take.[4] These animals are referred to as "wild",[1] implying that they are not tamed and may simply be rounded up and psychically called by the band before raids, rather than being kept. Also notable, is that the pirate faction is implied to be their traditional lifestyle[4] - whether this refers to to their isolationism, internal clan traditions, piracy, or all of the above is unclear. The use of terms such as roarclan, tribe, clan, pack, family, and kinroar to describe the faction imply at least that a traditional cultural structure is maintained however.[6]

Yttakin seem to also have their own language or at least their own naming structure for people and places.[6][7]

Occurrence[edit]

The table below describes the chance for a given pawn from each faction being a yttakin. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 0%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 100%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

As raiders, yttakin have a x1.3 combat power multiplier, meaning they count as 1.3 of a raider. A raid consisting of all yttakin would be 77% as large as the same raid with baseliners.

Summary[edit]

Genes[edit]

Yttakin have a gene complexity of 13Complexity complexity. With a −1Metabolic efficiency metabolic efficiency, they have a hunger rate of ×1.25%.

All yttakin have these germline genes:

Assorted:

Animal warcall
Animal warcall
Slow wound healing
Slow wound healing
Psychically dull
Psychically dull
Naked speed
Naked speed
Aggressive
Aggressive
Strong melee damage
Strong melee damage
Sleepy
Sleepy
Robust
Robust
Furskin
Furskin
Furry tail
Furry tail
Animal warcall Slow wound healing Psychically dull Naked speed Aggressive Strong melee damage Sleepy Robust Furskin Furry tail

Cosmetic:

No hair
No hair
Unisex beards
Unisex beards
Roar voice
Roar voice
Hulk body
Hulk body
No hair Unisex beards Roar voice Hulk body

Skills

Great animals
Great animals
Awful mining
Awful mining
Great animals Awful mining

Analysis[edit]

Yttakin thrive in cold climates. Even when naked, they have a minimum comfortable temperature of -6 °C (21.2 °F), and only get hypothermia below -16 °C (3.2 °F). Yttakin are good combatants regardless of climate, with both robust and strong melee damage. However, slow wound healing makes them somewhat less effective fighters in practice.

As workers, yttakin's main weakness is the Sleepy gene, which causes extra sleep. A yttakin sleeping in a normal bed would spend 63.2% of the day awake, or sleep for 8.83 hours per day. A baseliner in the same bed would spend 70.6% of the day awake, or sleep for 7.05 hours per day. This means that a yttakin would spend ×89.5% of their time awake from the sleeping gene. Otherwise, yttakin can do all work, except Mining, reasonably well. N.B. Being sleepy does not impact combat performance at all. Until a pawn falls asleep due to exhaustion, a lack of rest only impacts their mood.

Other genes worth noting: Aggressive can cause more social fights, which with strong melee damage, can potentially lead to body part destruction. Animal warcall can be powerful earlier in the game, especially if you have thrumbos around. But, in the late game, even 2 megasloths are unlikely to deal significant damage to a group of raiders. This ability has a very long cooldown, so it can't be used for every fight.

Nudism[edit]

Yttakin are geared towards nudism. Naked Speed provides +0.10 c/s move speed when unclothed, but −0.20 c/s otherwise. Robust helps mitigate the lack of armor, furskin and furry tail compensate for lack of cold protection. Pawns can wear the heavy bandolier without impacting nudity, which reduces aiming cooldowns.

This should be compared to the benefits of not being nude. Yttakin don't get any mood penalty for wearing clothes, and the benefits of Robust, furskin, etc. still apply even with clothes. So, compared to a baseline colonist, the only actual penalty is a level of slowpoke. Armor can be very helpful in combat. And in hotter biomes, wearing a duster or other heat-insulating gear can be necessary.

Gene extraction[edit]

Some of the more valuable genes yttakin have to extract are:

  • Robust - Multiplies incoming damage by ×75%, which increases effective health by ×133%. Helps overall combat performance, and prevents instakills from short bows and the like.
  • Sleepy - Sleepy can be great for pawns that don't work much. Vat-grown soldiers are unlikely to be useful outside of hauling and cleaning.
For dedicated soldiers, you can install Psychite dependency or Go-juice dependency to counteract the extra sleep need. Flake, yayo, and go-juice all increase the Rest stat when taken. Taking these drugs before combat ensures that your soldiers remain awake and happy during combat.
The increase sleep fall rate can be completely eliminated by using a circadian half-cyclerContent added by the Royalty DLC, which removes the need for sleep. This results in a +2Metabolic efficiency metabolic efficiency bonus in exchange for a −15% Consciousness penalty. See the Circadian half-cycler page for further analysis on this Consciousness penalty affects, but it will significantly negatively affect the primary roles favored by yttakin genetics - Combat and Animals.

  1. 1.0 1.1 1.2 Biotech Preview #4 Steam Announcement
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Yttakin xenotype description
  3. Yttakin xenotype short description
  4. 4.0 4.1 4.2 4.3 Yttakin pirates faction description
  5. Ideology Places.xml
  6. 6.0 6.1 Biotech RulePacks_Namers_Faction.xml
  7. Biotech RulePacks_Namers_Xenohumans.xml