Difference between revisions of "Neural supercharger"

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== Acquisition ==
 
== Acquisition ==
Neural superchargers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Neural superchargers can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.
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{{Acquisition}} Neural superchargers can only be constructed by a colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.
  
 
== Summary ==
 
== Summary ==

Latest revision as of 12:16, 27 September 2024

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 (Buildings)
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[edit]

Neural superchargers can be constructed once the neural supercharger research project has been completed. Each requires Steel 50 Steel, Component 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]

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.

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]

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 Steel 50 Steel, Component 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 Steel 50 Steel, Component 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]