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{{Ideology}}
 
{{Ideology}}
{{Infobox main|misc
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{{stub|reason=General info, esp. the analysis, with in-depth analysis of the effect of the buffs needed.}}
| name = Neural supercharger
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{{infobox main|misc|
| image = Neural supercharger.png
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|name = Neural supercharger
| imagesize = 45px
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|image = Neural supercharger.png|Neural supercharger
| description = 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.
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|imagesize = 45px
| type = Building
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|description = 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.
| type2 = Ideology (Buildings)
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|type = Building
| placeable = true
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|type2 = Ideology
| path cost = 42
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|placeable = true
| passability = pass through only
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|path cost = 42
| cover = 0.25
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|passability = pass through only
| minifiable = true
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|cover = 0.25
| size = 1 ˣ 3
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|minifiable = true
| mass base = 20
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|size = 1 ˣ 3
| flammability = 0.3
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|mass base = 20
| hp = 100
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|flammability = 0.3
| sell price multiplier = 0.7
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|hp = 100
| power = -400
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|sell price multiplier = 0.7
| terrain affordance = light
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|power = -400
| research = neural supercharger
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|terrain affordance = light
| thingCategories = BuildingsMisc
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|research = neural supercharger
| work to make = 6000
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|thingCategories = BuildingsMisc
| resource 1 = Steel
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|work to make = 6000
| resource 1 amount = 50
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|resource 1 = Steel
| resource 2 = Component
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|resource 1 amount = 50
| resource 2 amount = 4
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|resource 2 = Component
| page verified for version = 1.3.3069
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|resource 2 amount = 4
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|page verified for version = 1.3.3069
 
}}
 
}}
The '''neural supercharger''' is a [[misc]] 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.   
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The '''Neural supercharger''' is a [[misc]] 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 ==
 
== Acquisition ==
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{{Quote|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'''}}
 
{{Quote|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 {{Ticks|60000}} or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for {{Ticks|60000}} or 24 in-game hours, with the following effects:
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Once connected to power, the neural supercharger will begin to charge. It needs to be charged for {{ticks|60000}} or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for {{ticks|60000}} or 24 in-game hours, with the following effects:
 
* {{+|10%}} [[Consciousness]]
 
* {{+|10%}} [[Consciousness]]
 
* {{+|25%}} [[Global Learning Factor]]
 
* {{+|25%}} [[Global Learning Factor]]
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If colony [[expectations]] are at Moderate (80,000 colony [[wealth]]) or higher, then those believing in a [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff.
 
If colony [[expectations]] are at Moderate (80,000 colony [[wealth]]) or higher, then those believing in a [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff.
  
=== Impacts ===
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===Impacts===
 
+10% Consciousness equates to +10% [[Manipulation]], [[Eating]], and [[Talking]]. If Consciousness is below 100%, then this boost also increases [[Moving]].  
 
+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.
 
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 ==
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==Analysis==
{{Stub|section=1|reason= Over focused on transhumanist colonies but not only available to them, also needs an in-depth analysis of the effect of the buffs and their value proposition as a standalone effect rather than assuming a TH colony must have them and not considering whether its worth a non-TH getting them}}
 
 
The neural supercharger, along with the [[sleep accelerator]] and [[biosculpter pod]], are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.
 
The neural supercharger, along with the [[sleep accelerator]] and [[biosculpter pod]], are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.
  
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* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42.
 
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42.
  
{{Nav|ideology|wide}}
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{{nav|misc|wide}}
[[Category:Ideology (Buildings)]]
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[[Category:Miscellaneous]]

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