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
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 a colonist with an Ideoligion containing the Transhumanist meme.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General. Also: What happens if loses power, 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. 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
+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
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The hunger cost is usually negligible, with the more important costs of the building being power and resources. If these costs can be afforded, the neural supercharger is a practically free boost to worker speed. However, it requires a pawn with the Transhumanist meme to build, which is not trivial if your colony did not start with it.
- Starting with the Transhumanist meme comes with some downsides, due to the demand for age reversal at high wealth, as well as the food/energy/construction costs of the supercharger and related sleep accelerator. The food cost can be mitigated with a nutrient paste dispenser.
- Once age reversal is demanded, the age reversal will take 4.35% - 6% of a colonist's year doing nothing. The benefit from supercharger + sleep accelerator will send up saving more time than is spent in the age reversal.
- If you did not start with the Transhumanist meme, it is still possible to build superchargers: either with a Fluid ideoligion, or by recruiting a pawn with an ideoligion with the meme. For the latter, it is possible to set other ideologies to start with Transhumanist.
Version history
- 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.