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You can also gene edit for ageless or nonsenesant arceotech genes.
No.
Probably.
Biosculpter pods can be used to reduce the age of colonists and they can be kept young effectively forever.
Deathless Gene prevents colonists from dying short of having their brains blown out.
Ageless Gene stops a colonist from aging once they're 18. If implanted later in life, they will not age any further.
The most dangerous mechanic of age is a reduction to immunity gain speed, the max penalty for this is -50% immunity gain at age 120, which by itself is fairly dangerous, but 100% tends and bed rest can get them through most diseases still I believe. Penoxycyline can block plague which is the most dangerous one. There are ways to boost immunity gain to counter the penalty, like the moral guide Preach Health ability, immuno-enhancer implants, luciferium, resting in a hospital bed with a vitals monitor, and immunity gain speed genes.
Lastly, biosculpter pods from Ideology can just de-age colonists, so their biological age never gets old.
Edit: So in short, the Ageless gene is a terrible gene and a waste of archite capsules. It doesn't really do anything, other than slow pawn maturity (13 to 18) which is a bad thing, and the best bonus of the gene is "solving" the transhumanist meme's need for de-aging.
You have two paths to stop aging in the unmodded game (assuming ownership of the required DLCs).
1. The "Ageless" Archite gene (Requirement Biotech DLC), most easily obtainable by becoming a Sanguophage, but you can also trade for it.
2. Regular age reversal treatments in a Biosculpter pod (Requirement Ideology DLC), easiest to do as a Transhumanist ideology since they both have the "Biosculpting: Accelerated" & the Age reversal: Demanded" precepts (the first accelerating the process, the second allowing you to automate it by having the pawns enter the pod automatically when its time).
For a Mechanitor i recommend option 1, preferably by getting the gene from trading rather then going Sanguophage (since i consider both having to do age reversal treatments and deathresting as a nuisance for Mechanitors).
https://steamcommunity.com/sharedfiles/filedetails/?id=2842502659
It's from this mod. It adds a bunch of different "classes" of psycaster you can choose from. You can either become a psycaster through Anima tree rituals (for Tribals) or through a psylink neuroformer (from quests/Empire).
One of the classes available is the Chronomancer, or "time wizard". They can compress time (and meditate), instantly grow plants/finish crafting tasks, or transfer time between pawns.
The time transfer powers either add or subtract several years of age to or from the psycaster/targets. Since the time compressed meditation makes the psycaster older they use the other powers to suck the youth out of prisoners, slaves, or enemies.
That is not correct. Pawns above the age of 0 have a chance to develop a Heart Attack which functions like a treatable disease, and in most cases can be cured without issue. Below age 40 the chance is extremely low, above 40 the chance increases gradually eventually maxing out at MTB of 300 days at age 80 and above. I mentioned that in my post you quoted though. "Heart failure" isn't a thing in the game, you may be thinking of a mod, I think there's a medical overhaul mod that adds heart failure as a mechanic.
Also if the OP is talking about a solo mechinator run they don't have to worry about heart attacks anyway. They can only happen if there is more than one colonist in the colony (to give you a chance to treat it).