Highmates
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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 ideoligion or from pawn kind, it only shows the base value before those factors.
Faction | CollapseChance | |
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Gentle tribe | 0% |
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Fierce tribe | 0% |
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Savage tribe | 0% |
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Cannibal tribe![]() |
0% |
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Nudist tribe![]() |
0% |
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Fierce neanderthal tribe | 0% |
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Savage impid tribe | 0% |
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Civil outlander union | 0% |
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Rough outlander union | 0% |
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Rough pig union | 0% |
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Pirate gang | 0% |
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Cannibal pirate gang![]() |
0% |
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Yttakin pirates | 0% |
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Waster pirates | 0% |
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Shattered empire ![]() |
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 ![]() |
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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 bonding doesn't check how distant pawns are, it only checks if pawns are on the same map. This can make caravaning more difficult, but you don't have to bring your highmate into combat situations for the bond to count.
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 another +7 Opinion of my <lover/spouse> moodlet. 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 harmonizer - 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 Roles - Highmates have a naturally high Social skill, making them great candidates 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.
Gene extraction
Some of the more valuable genes that highmates have to extract are:
- Psychic bonding - Gives access to psychic bonding, without the restrictions of being a highmate. This makes pawns more effective so long as they remain lovers, but makes death more devastating. Also makes caravan trips harder.
- Poor <Skill> - If a pawn won't use these skills in the first place, poor skill genes are a net positive.
- High libedo - Makes Lovin' more common, for 1 complexity and no change in metabolism.