Genies

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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 ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
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 2.5%
Rough outlander.png Rough outlander union 2.5%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 10%

As raiders, genies have a x0.8 combat power multiplier, meaning they count as 0.8 of a raider.

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 Ex.pngClick to collapse Check.png
    Name Description Metabolism Complexity Exclude
    Dead calm
    Gene DeadCalm.png
    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.
    • Effects:
      • Will never do social fights
      • Mental breaks are never violent
      • Will never prison break
    −1 1 Aggression
    Delicate
    Gene Delicate.png
    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
    Gene ExtraPain.png
    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
    Gene ElongatedFingers.png
    Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.
    −1 1 Hands
    No hair
    Gene HairStyleBaldOnly.png
    Carriers of this gene grow no hair on the head. 0 0
    Beardless
    Gene BeardStyleNone.png
    Carriers of this gene grow no facial hair. 0 0
    Thin body
    Gene BodyThin.png
    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
    Gene GreatCrafting.png
    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.
    • Crafting: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Crafting
    −3 2
    Great Intellectual
    Gene GreatIntellectual.png
    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.
    −3 2
    Poor Plants
    Gene PoorPlants.png
    The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
    • Plants: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1
    Poor Animals
    Gene PoorAnimals.png
    The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
    • Animals: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1
    Awful Social
    Gene AwfulSocial.png
    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.
    • Social: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for 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 a clear role in your colony - Crafting and Intellectual - and not much else. In combat, genies take more damage and are easy to down as forced Wimps. They are poor at other tasks, namely Plants, Animals, and Social. But, being good at those 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. Genies aren't innately better than a highly skilled pawn, but it is much easier for a genie to reach and maintain a very high skill level. Skill has a significant impact on quality, which has a significant impact on performance. High skill makes it easy to farm excellent quality items. With a source of inspired creativity, or as a production specialist,Content added by the Ideology DLC a skill 20 pawn can constantly pump out masterwork and legendary items.

    So, while genies are bad at combat, they can outfit the rest of your colony with some great gear. Having 110% Manipulation and being good at Intellectual is a nice bonus. This makes one or two genies very worthwhile to recruit. Due to the dead calm gene and a lowered hunger rate, genies can also be good as prisoners and a hemogen source.

    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 applies to certain other xenotypes. Don't install dead calm onto a hussar, unless you want to erase their other genes (or are prepared to replace them).