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 = | + | | 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 = | + | | type = Building |
− | | type2 = | + | | type2 = Ideology (Buildings) |
− | | placeable = | + | | placeable = true |
− | + | | path cost = 42 | |
− | | | + | | passability = pass through only |
− | | | + | | cover = 0.25 |
− | | cover = | + | | minifiable = true |
− | | | + | | size = 1 ˣ 3 |
− | | | + | | mass base = 20 |
− | | | + | | flammability = 0.3 |
− | | | + | | hp = 100 |
− | | | + | | sell price multiplier = 0.7 |
− | | | + | | power = -400 |
− | | | + | | terrain affordance = light |
− | | | + | | research = neural supercharger |
− | | | + | | thingCategories = BuildingsMisc |
− | | | + | | work to make = 6000 |
− | | | + | | resource 1 = Steel |
− | | resource | + | | resource 1 amount = 50 |
− | + | | resource 2 = Component | |
− | + | | resource 2 amount = 4 | |
− | | | ||
− | | | ||
− | | | ||
| 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. | |
− | ==Acquisition== | + | == Acquisition == |
− | + | {{Acquisition}} Neural superchargers can only be constructed by a colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme. | |
− | ==Summary== | + | == Summary == |
− | + | {{Stub|section=1|reason=General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc}} | |
+ | {{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'''}} | ||
− | ==Analysis== | + | 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]] | |
− | ==Version | + | * {{+|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 [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff. | ||
+ | |||
+ | === Impacts === | ||
+ | +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 == | ||
+ | {{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. | ||
+ | |||
+ | 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 == | ||
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
− | {{ | + | * [[Version/1.3.3101|1.3.3101]] - can now be walked through. |
− | [[Category: | + | * [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42. |
+ | |||
+ | {{Nav|ideology|wide}} | ||
+ | [[Category:Ideology (Buildings)]] |
Latest revision as of 12:16, 27 September 2024
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 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 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: 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.
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 50 Steel, 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 50 Steel, 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]
- Ideology DLC Release - Added.
- 1.3.3101 - can now be walked through.
- 1.3.3117 - Path cost 0 -> 42.