Difference between revisions of "Psychic reader"
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− | The ''' | + | 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 == | == Acquisition == | ||
Line 26: | Line 26: | ||
== Summary == | == Summary == | ||
− | + | 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. | |
− | The psychic reader applies an offset of {{+|50%}} [[Negotiation Ability]], and a multiplier | ||
− | Other factors to TPI, such as the [[faction base]] bonus, are not impacted. | + | 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 [[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. | ||
+ | The Negotiation is an ''offset'', so if a pawn had 110% Negotiation Ability, it would be increased to 160%. | ||
=== Installation === | === Installation === | ||
− | Installing the part requires | + | 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. |
− | Removing the part requires | + | 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. |
− | If the operation fails, the part | + | If the operation fails, the part will be destroyed. |
− | ==Analysis== | + | == 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]]. | 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 | + | 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=== | + | === Notes === |
− | :{{note label|Total|1}} | + | :{{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== | + | == Version history == |
* [[Royalty DLC]] Release - Added. | * [[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. |
Latest revision as of 12:47, 23 June 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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 Items – Body Parts
- Tech Level
- Archotech
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
- 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 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 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]
- Royalty DLC Release - Added.
- 1.3.3066 - Now improves Trade Price Improvement, previously it had no effect on trade prices.