Neural supercharger
| This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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
- Building – Ideology (Buildings)
- 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)
- thingCategories
- BuildingsMisc
The neural supercharger is a 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
50 Steel,
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 colonists/slaves with an Ideoligion containing the Transhumanist meme. They can also be built by a constructoid,
even if its mechanitor follows a different ideoligion, but placing down the blueprint requires a Transhumanist colonist or slave in the colony.
Summary[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Also: what options are there for control, who can and will automatically use the supercharger etc. |
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. If it loses power it will maintain the charge it had and continue charging where it was or retain the charge after being powered again, the same applies for reinstalling. 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:
- +10% Consciousness
- +25% Global Learning Factor
- +20% Hunger Rate Factor
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 provides a +10% buff to many types of work a colonist can do, and the learning boost is helpful for gaining and maintaining a high skill level. This comes at the cost of hunger and resources. The hunger cost is usually neglible - in most biomes, it is simple to grow more crops to compensate, with the colony-wide buff generally making up for the increased growing work. Transhumanist colonies can also use a nutrient paste dispenser to go net positive on food compared to simple meals, at the cost of the fine meal buff. However, it costs a lot of resources, particularly components, to give every colonist a neural supercharger, so superchargers should be built after weapons, defenses, and general appliances / power supply are handled. Superchargers should typically be built before sleep accelerators due to the greater impact of its buff.
Superchargers require a Transhumanist pawn somewhere in the colony. In addition, the Transhumanist needs enough Construction skill unless a constructoid
is available. If the colony's main ideoligion isn't Transhumanist, note that the ancients faction will always have a Transhumanist ideoligion, so farming ancient dangers can be a good way to access a colonist of that meme. Also note that having a pawn of different ideoligion may clash with diversity of thought precepts, although it is possible to imprison the transhumanist after the buildings are built to remove the bigotry penalty. An alternative is to use a fluid ideoligion.
Transhumanist pawns will demand supercharges starting at moderate expectations (80,000 colony wealth), making it an obvious choice to build for them when near or at that threshold.
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3101 - can now be walked through.
- 1.3.3117 - Path cost 0 -> 42.
- 1.4.3523 - Moved from Misc to new Ideology architect tab.