Difference between revisions of "Highmates"

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Highmates' most ''attractive'' feature is their psychic bond gene, raising the mood and [[Consciousness]] of a single pawn (of compatible orientation). Psychic bond doesn't just result in the {{+|12}} mood from the bond itself. Pawns will immediately have +75 [[opinion]] with a new highmate lover (beauty, being lover). With no other opinion modifiers, this results in {{+|7}} ''Opinion of my <lover/spouse>''. And this isn't including the [[Lovin]]' that the pawns will do. Age matters - elderly pawns won't do nearly as much Lovin'. On the other hand, a younger couple might have to deal with [[reproduction|pregnancy]]. [[Research#Fertility Procedures|Fertility Procedures]] can be researched if you want to stop that. Highmates can be paired with depressive or otherwise low-mood pawns to ease their worries. You can also pair them with an important colonist, who you don't want going into [[mental breaks]].  
 
Highmates' most ''attractive'' feature is their psychic bond gene, raising the mood and [[Consciousness]] of a single pawn (of compatible orientation). Psychic bond doesn't just result in the {{+|12}} mood from the bond itself. Pawns will immediately have +75 [[opinion]] with a new highmate lover (beauty, being lover). With no other opinion modifiers, this results in {{+|7}} ''Opinion of my <lover/spouse>''. And this isn't including the [[Lovin]]' that the pawns will do. Age matters - elderly pawns won't do nearly as much Lovin'. On the other hand, a younger couple might have to deal with [[reproduction|pregnancy]]. [[Research#Fertility Procedures|Fertility Procedures]] can be researched if you want to stop that. Highmates can be paired with depressive or otherwise low-mood pawns to ease their worries. You can also pair them with an important colonist, who you don't want going into [[mental breaks]].  
  
On their own, highmates are incapable of violence and awful at Plants and Mining. They can do most other tasks reasonably well, depending on the specific colonist. Psychic bonding's {{+|15%}} Consciousness also affects the highmate, resulting in increased work speed in any [[Manipulation]]-boosted task. Highmates are also great at Social, and due to all the mood bonuses, are very resistant to mental breaks.  
+
On their own, highmates are incapable of violence and awful at Plants and Mining. They can do most other tasks reasonably well, depending on the specific colonist. Psychic bonding's {{+|15%}} Consciousness also affects the highmate, resulting in increased work speed due to the [[Manipulation]] increase. Highmates are also great at Social, and due to all the mood bonuses, are very resistant to mental breaks.  
  
 
If you don't want a specific highmate in your colony, it's best to eliminate them quickly. Highmates romance quickly and with 100% success, meaning they'll be "stuck" to another colonist in no time.
 
If you don't want a specific highmate in your colony, it's best to eliminate them quickly. Highmates romance quickly and with 100% success, meaning they'll be "stuck" to another colonist in no time.

Revision as of 18:20, 13 February 2023

Highmates are a xenotype, commercially available for those who aspire being one.

Lore

On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely. This particular line of highmate fits the fashions of classical Novaroma, but many other variants exist. - Tynan

Occurrence

The table below describes the chance for a given pawn from each faction being a highmate. 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 CollapseChance
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 0%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 0%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 0%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

Summary

Because Highmates always sport irregular skin color and their distinguishable snow-white hair, Highmates tend to stick out more in large groups.

Although Highmates lack much use in a colony (outside of their great social skill), their inherent beauty makes them more likely to find a partner. Combined with a high libido, Highmates can provide an opportunity for your colony to reproduce when you lack the technologies necessary for artificial reproduction.

Genes

  • This table has been collapsed due to length. Click to expand Ex.png
  • Highmates have a genetic complexity of 16 and a metabolic efficiency of 0, giving them the default x100% hunger rate.

    Analysis

    Highmates' most attractive feature is their psychic bond gene, raising the mood and Consciousness of a single pawn (of compatible orientation). Psychic bond doesn't just result in the +12 mood from the bond itself. Pawns will immediately have +75 opinion with a new highmate lover (beauty, being lover). With no other opinion modifiers, this results in +7 Opinion of my <lover/spouse>. And this isn't including the Lovin' that the pawns will do. Age matters - elderly pawns won't do nearly as much Lovin'. On the other hand, a younger couple might have to deal with pregnancy. Fertility Procedures can be researched if you want to stop that. Highmates can be paired with depressive or otherwise low-mood pawns to ease their worries. You can also pair them with an important colonist, who you don't want going into mental breaks.

    On their own, highmates are incapable of violence and awful at Plants and Mining. They can do most other tasks reasonably well, depending on the specific colonist. Psychic bonding's +15% Consciousness also affects the highmate, resulting in increased work speed due to the Manipulation increase. Highmates are also great at Social, and due to all the mood bonuses, are very resistant to mental breaks.

    If you don't want a specific highmate in your colony, it's best to eliminate them quickly. Highmates romance quickly and with 100% success, meaning they'll be "stuck" to another colonist in no time.

    Synergy with other DLC

    Psychic harmonizerContent added by the Royalty DLC - thanks to Psychic Sensitivity, psychic bonding, higher natural mood, and capacity for Lovin', Highmates are a natural fit for the harmonizer, which increases other's mood as the user is happy.

    Ideoligious RolesContent added by the Ideology DLC - Highmates have a naturally high Social skill, making them great canidates for a Leader or Moral Guide. Thanks to their natural happiness (from both the gene and the amount of Lovin'), the increased expectations from these roles are not as much of a problem.