Difference between revisions of "Genies"
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* [[Genes#Dead calm|Dead calm]] - Dead calm prevents [[prison break]]s and [[berserk]], making it a great gene to install on any long-term [[prisoner]]s. This gene is also useful on colonists, as it prevents social fights and disables the [[Genes#Aggressive|Aggressive]] set of genes (just watch out for metabolic efficiency). | * [[Genes#Dead calm|Dead calm]] - Dead calm prevents [[prison break]]s and [[berserk]], making it a great gene to install on any long-term [[prisoner]]s. This gene is also useful on colonists, as it prevents social fights and disables the [[Genes#Aggressive|Aggressive]] set of genes (just watch out for metabolic efficiency). | ||
− | Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a genie, all of their genes will be replaced | + | Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a genie, all of their genes will be replaced. This also means that you shouldn't install dead calm onto a [[hussar]], unless you ''want'' to erase their other genes. |
{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Xenotypes]] | [[Category:Xenotypes]] | ||
{{#set:Image = [[File:Genie.png]]}} | {{#set:Image = [[File:Genie.png]]}} |
Revision as of 05:00, 13 February 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Genies are a xenohuman breed that's cool as a cucumber, with the social skills of one too. Designed to be engineers, they are great at crafting and researching, but sacrifice farming and social skills for these talents.
Lore
Designed to be engineers, genies' delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans.
Genies were engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians. - In Game Description
Occurrence
The table below describes the chance for a given pawn from each faction being a genie. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
Faction | Chance | |
---|---|---|
Gentle tribe | 0% | |
Fierce tribe | 0% | |
Savage tribe | 0% | |
Cannibal tribe | 0% | |
Nudist tribe | 0% | |
Fierce neanderthal tribe | 0% | |
Savage impid tribe | 0% | |
Civil outlander union | 2.5% | |
Rough outlander union | 2.5% | |
Rough pig union | 0% | |
Pirate gang | 2.5% | |
Cannibal pirate gang | 2.5% | |
Yttakin pirates | 0% | |
Waster pirates | 2.5% | |
Shattered empire | 10% |
Summary
Genies blend in more than many other xenotypes, but they always are hairless, with slight bodies. Their genes are non-hereditary xenogenes, like their aggressive super-soldier counterparts, hussars.
Genes
Genies are designed to be peaceful, skilled workers. All genies have these xenogenes:
This table has been collapsed due to length. Click to expand Click to collapse |
---|
Name | Description | Exclude | ||
---|---|---|---|---|
Dead calm |
Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
|
−1 | 1 | Aggression |
Delicate |
Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
|
+3 | 1 | Toughness |
Extra pain |
Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
|
+2 | 1 | Pain |
Elongated fingers |
Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.
|
−1 | 1 | Hands |
No hair |
Carriers of this gene grow no hair on the head. | 0 | 0 | |
Beardless |
Carriers of this gene grow no facial hair. | 0 | 0 | |
Thin body |
Carriers can have thin 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 |
Great Crafting |
The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.
|
+2 | 1 | |
Great Intellectual |
The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.
|
+2 | 1 | |
Poor Plants |
The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | |
Poor Animals |
The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | |
Awful Social |
The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.
|
+2 | 1 |
Genies have a gene complexity of 11. With a metabolic efficiency of +1, they have a hunger rate of x90%.
Origins
Genies are delicate, driven people. You are most likely to find them with groups from the Empire, but they have a small chance of appearing with Outlander Unions or Pirates. Since genies are engineered through their xenogenes, you cannot obtain a genie through reproduction, and should recruit one instead.
Analysis
Genies have clear roles in your colony - Crafting and Intellectual - and not much else. In combat, genies take more damage and are easy to down due to a forced Wimp trait. They are poor at other tasks, namely Plants, Animals, and Social. But, being good at 2 skills, genies can be useful for the entire game.
Great Crafting means that, if a baseliner would be at Crafting 12, a genie would be at Crafting 20. And great crafting automatically gives a passion in the skill. And because the skill is an offset, genies won't have the skill decay of a "natural" 20 pawn. Skill, in turn, has a significant impact on quality. So while genies are bad at combat, they can support the rest of your colony with high quality gear.
With a source of inspired creativity, or as a production specialist, a crafting-focused pawn can constantly pump out Masterwork and Legendary items. A genie isn't naturally better than a high skill pawn, but it is much easier for a genie to reach and maintain a very high level of skill. Overall, having a genie or two can be highly worth it, even if they are a liability in combat. Due to dead calm gene and a lowered hunger rate, genies can also be good as prisoners and bloodfeed.
Gene extraction
Some of the more valuable genes that genies have to extract are:
- Great Crafting - As mentioned in the section above, great crafting can result in high skill and high quality gear. You can install this gene onto any tortured artist for an easy source of Legendary items. If you have this gene, you don't even need to deal with a gene's poor combat.
- Awful Social - You'll only need a few social colonists at any given time. Awful Social can be given to anyone already bad at social for free metabolic efficiency. In a similar vein, Poor Plants / Poor Animals can be installed on those not using those skills.
- Dead calm - Dead calm prevents prison breaks and berserk, making it a great gene to install on any long-term prisoners. This gene is also useful on colonists, as it prevents social fights and disables the Aggressive set of genes (just watch out for metabolic efficiency).
Remember that xenogerms replace all xenogenes. If you implant a xenogerm into a genie, all of their genes will be replaced. This also means that you shouldn't install dead calm onto a hussar, unless you want to erase their other genes.