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However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered "rivals". Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.
 
However: with Preferred Xenotypes set, you will get a colony-wide {{+|3}} moodlet ''per'' raider kill of a different xenotype, lasting for 10 days, up to 5 times. This is because [[opinion]] is lowered enough for them to be considered "rivals". Up to +15 mood for every raid every 10 days is on a similar level to [[bloodlust]], and it stacks with bloodlust. Preferred xenotypes also gives an early game buff, before you start recruiting anyone. This buff may be strong enough to negate the {{--|4}} from disliked xenotypes, and {{--|6}} from xenotype self hatred, though note that the social penalty will end up increasing social fights.
  
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.
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With a fluid ideology, once you have access to [[xenogerm]]s, you can make your entire colony into 1/2 xenotypes, and then your preferred xenotype becomes a no-brainer. Even when starting a player-created xenotype, you can have (Player start xenotype) + (1-2 xenogerm-created xenotypes). However, if you want to make further changes to the xenogerm's genes, then you'll have to reform your ideo to remove xenotype, then reform it again for the new one.
  
 
=== Xenotype info ===
 
=== Xenotype info ===

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