Editing Neural supercharger

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{Ideology}}
 
{{Ideology}}
{{Infobox main|misc
+
{{stub|reason=General info, esp. the analysis, with in-depth analysis of the effect of the buffs needed.}}
 +
{{infobox main|misc|
 
| name = Neural supercharger
 
| name = Neural supercharger
| image = Neural supercharger.png
+
| image = Neural supercharger.png|Neural supercharger
| imagesize = 45px
+
|imagesize = 45px
 
| 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.
 
| 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.
| type = Building
+
| type = Misc
| type2 = Ideology (Buildings)
+
| type2 =  
| placeable = true
+
| placeable = Yes
| path cost = 42
+
| size = 1 * 3
| passability = pass through only
+
| hp = 100
 +
| flammability = 0.3
 
| cover = 0.25
 
| cover = 0.25
| minifiable = true
 
| size = 1 ˣ 3
 
| mass base = 20
 
| flammability = 0.3
 
| hp = 100
 
| sell price multiplier = 0.7
 
 
| power = -400
 
| power = -400
| terrain affordance = light
+
| beauty =  
| research = neural supercharger
+
| stuff tags =  
| thingCategories = BuildingsMisc
+
| research = Neural Supercharger
 
| work to make = 6000
 
| work to make = 6000
 
| resource 1 = Steel
 
| resource 1 = Steel
| resource 1 amount = 50
+
| resource 1 amount = 50  
 
| resource 2 = Component
 
| resource 2 = Component
 
| resource 2 amount = 4
 
| resource 2 amount = 4
 +
| resource 3 =
 +
| resource 3 amount =
 +
| resource 4 =
 +
| resource 4 amount =
 +
| deconstruct yield =
 +
| skill 1 =
 +
| skill 1 level =
 +
| mass base = 20
 +
| thingCategories = BuildingsMisc
 
| page verified for version = 1.3.3069
 
| 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.   
+
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 ==
 
Neural superchargers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Neural superchargers can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme.
 
 
 
== Summary ==
 
{{Stub|section=1|reason=General. Also: What happens if loses power, what options are there for control, who can and will automatically use the supercharger etc}}
 
{{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:
 
* {{+|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 [[Ideoligion#Transhumanist|Transhumanist]] ideoligion will receive {{--|6}} ''Want neural supercharge'' if not currently affected by its hediff.
 
 
 
=== Impacts ===
 
+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 ==
 
{{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 hunger cost is usually negligible, able to be countered in many [[biome]]s by simply growing more food. If you're using a [[nutrient paste dispenser]], then a neural super-charged pawn still consumes less food than a regular pawn eating [[simple meal]]s.
+
==Acquisition==
 +
A Neural Supercharger can be built with {{icon|metal|50}} and {{icon|component|4}} after unlocking the [[Research#Neural_supercharger|Neural Supercharger]] research. A Neural Supercharger must be built by a colonist with a Transhumanist [[Ideoligion]]
  
Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W of power and {{Required Resources}}, it can take a lot of power to run a transhumanist colony. Pawns will also enjoy having a sleep accelerator, which consumes another {{Required Resources|Sleep accelerator}}, and 350 W when sleeping. Constructing both buildings, and the [[generator]]s required to run them, will also increase colony [[wealth]] by a fair amount.
+
==Summary==
 +
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 +10% [[Consciousness]], +20% [[Hunger Rate Factor]], and +25% [[Global Learning Factor]]  
  
Once you reach high expectations, Transhumanist pawns will start demanding [[biosculpter pod#Age_reversal|age reversal]]. In addition to building the pod, this will take an absolute minimum of 2.61 days of a pawn's time per year, assuming the pod is in a [[sterile tile|sterile]] room. With 4.35% - 6% of their year stuck in age reversal, the supercharger + sleep accelerator still ends up being a net positive in work - just a costly one.
+
==Analysis==
 
+
In colonies with plenty of food and a surplus of power, the supercharger is an easy way to increase the efficiency of a pawn, allowing them to build and craft more than normal. For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.  
Once you can afford the costs of all 3 buildings, both the supercharger and the sleep accelerator are free buffs to pawn work speed.  
+
==Version History==
 
 
For colonies without the Transhumanist meme, a person who follows an [[ideoligion]] with the meme can be recruited and can build it.
 
 
 
== Version history ==
 
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
* [[Version/1.3.3101|1.3.3101]] - can now be walked through.
+
*[[Version/1.3.3101|1.3.3101]] - can now be walked through.
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 42.
+
{{nav|misc|wide}}
 
+
[[Category:Miscellaneous]]
{{Nav|ideology|wide}}
 
[[Category:Ideology (Buildings)]]
 

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: