Difference between revisions of "Neural supercharger"

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m (Item was moved from Misc to Ideology submenu at some point.)
(analysis is still a bit lacking, but added)
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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.
 
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.
  
 
==Analysis==
 
==Analysis==
In colonies with plenty of food and a surplus of power, the supercharger is an easy way to increase the efficiency of a pawn, allowing them to build and craft more than normal. For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.
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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.
It could be a decent way to treat brain-damaged pawns before you researched bioregeneration
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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}}.
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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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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.
  
 
== Version history ==
 
== Version history ==

Revision as of 01:06, 15 January 2023

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
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

Neural superchargers can be constructed once the Neural supercharger research project has been completed. They require Steel 50 Steel, Component 4 Components and 6,000 ticks (1.67 mins) of work. Neural superchargers can only be constructed by colonist with an Ideoligion containing the Transhumanist meme.

Summary

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.

Analysis

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.

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 abd Steel 50 Steel, Component 4 Components, it can take a lot to power. Pawns will also enjoy having a sleep accelerator, which consumes another Steel 50 Steel, Component 5 Components.

Once you reach high expectations, Transhumanist pawns will start demanding 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/

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.

Version history