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== Preferred xenotypes ==
 
== Preferred xenotypes ==
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three preferred xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.
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Preferred [[xenotype]]s give {{+|2}} mood if ''every colonist'' is one of up to three prefered xenotypes. This turns to a {{--|2}} mood (or higher) if a single colonist is a different type. Prisoners and slaves don't count. Colonists will also have lowered opinion of other xenotypes.
  
Generally, it isn't a great idea to set preferred xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.
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Generally, it isn't a great idea to set prefered xenotypes. If you want to recruit anyone of any other xenotype ever, then all your colonists will get upset. The recruit ritual reward will not force a preferred xenotype onto the wanderer. Player xenotypes can be extremely strong, but they are ''very'' rare to find in the game. Replicating a player-set xenotype using a [[gene assembler]] is incredibly difficult. This creates a clear problem.
  
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.
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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. Prefered 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.
 
Unfortunately, it seems like you can't have a [[xenogerm]]-created xenotype become preferred. No fluid ideology cheese there.

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