Cochlear implant
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Cochlear implant
An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.
Base Stats
- Type
- Medical Items – Body Parts
- Flammability
- 70%
Creation
- techHediffsTags
- Simple
- tradeTags
- TechHediff
The cochlear implant is an ear replacement with 65% efficiency. Since the game gives a greater weighting on the more capable part when calculating hearing, with it contributing to 75% of a pawn's hearing capability, installing a single cochlear implant reduces hearing by 9%, and a second reduces it by 26% to 65%.
Acquisition
Crafting a cochlear implant requires Prosthetics to be researched and a crafting skill of 5. It is crafted at a machining table for 20 steel and 4 components.
It can also be purchased from traders or occasionally found installed on raiders
Analysis
The cochlear implant is a replacement for the ear, and can be used to removed the "Disfigured" social penalty a missing ear inflicts. Beyond the social life of the pawn, as Hearing is only used by Social and Animals, only pawns with those skill sets urgently need to have the Hearing loss remedied. Thus cochlear implants can be valuable to partially remedy the penalty to Trade Price Improvement or Tame Animal Chance after a pawn loses an ear, but eventually they should be replaced with Bionic ears once practical.
There is also a niche use for Transhumanist pawns - as the penalties only affects two work types, the majority of pawns will have no significant penalty from having the implant installed, even if they were healthy to begin with. Thus installing two cochlear implants can be an easy, cheap, and effective way to get way to give a permanent +7 mood buff to transhumanist even in the early game.
Cochlear implant require a Medical skill of 4 to install.