Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Still not worth the 10% manipulation for all that trouble in my honest opinion. They could be twice as small, twice as cheap to build and twice as fast to recharge and use and I'd still just be tempted to eat the -6 mood hit regardless.
The supercharger makes pawns eat more, too. I need to wait until spring to even have the surplus crops to feed my extra hungry pawns.
Chronography and tea make them feel pretty redundant.
The age reverseal does get so much easier with Anomaly DLC. I have no idea how I was ever supposed to get a 70-some-year-old geezer down below 25 with the biosculpter alone.
So far as the size works, I tend to have 4-tile-wide personal rooms for my unmarried pawns, and I just build the neural superchargers so that the activation tile is the spot right in front of their bedroom door.
So far as the power requirements go, chemfuel reactors are highly scalable. (There are also mods like Vanilla Furniture Extended - Power that make some more efficient power plants researchable.) In my current cave base where I'm going for a human primacy transhuman tunneler ideology, I'm running on caves of nutrifungus I can turn into nutrient paste I can stockpile and feed to boomalopes at high efficiency that can be milked for chemfuel that can power chemfuel generators. It does take some delivery time from pawns, but you can run absolute ♥♥♥♥-tons of power this way. (And Vanilla Nutrient Paste Expanded also has a nutrient paste piping system that makes this take less hauling time, too...)
I just personally don't see why Neural Superchargers and Sleep Accelerators even needed to be added to the game. With bionics and xenogenes you can live out your wildest body modder dreams and never run out of things to enhance in your pawns.
I already felt the need to add the Neural Supercharger Ownership mod because I chose to install them in my pawns' bedrooms. When I saw the power drain I immediately toggled the power off on all of them, setting me back to square one until I can find ways to obtain some 4k excess power in my grid.
Only drawback is that you need a bad ritual spot for your 25yo pawns so you don't reverse their age all the way down to 13.
Worth pointing out that the transhumanism meme is largely a tradeoff of midgame struggle for lategame and a little early game benefit. You are expected to do a monsterous amount of setup in exchange for eventually getting a minor constant benefit. I'm pretty sure it's meant to be on the whole harder. I've had colonies where I turned everything into a positive and that feels awesome, but for the most part it's meant to be yet another annoying thing you have to deal with.
Also worth pointing out that the memes aren't meant to be balanced. Obviously some of them like supremacist and high life have some pretty big benefits, while others like animal personhood and nudism are largely meant to make the game harder.
The transhumanist meme encourages me to build them sooner rather than later, but they are always worth having regardless of the mood effect.
Transhumanist is great though because it was actually designed to be something. I really like the mix of convient and inconvenient aspects of transhumanist that help make a run unique. High life and Tree Connection are both interesting too. Supremacist I think they forgot what it was supposed to be as it's just raider but without a downside. Copy paste job swapping raiding required but charity optional for raid optional but charity disallowed.
You don't like sleep accelerators either!?!?! But less sleep! Every second not wasted laying on their ass is another second working. Worth noting ideology came out way before biotech or anomaly so while genes are super cool for transhumanism it is backward compatibility not designed around them. Biosculptors have always been mediocre though.
Compared to arresting a Highmate imperial, effectively starting a 2 year long war with her faction, and spending that time harvesting her genes to implant everyone with Psychic Bonding, Neural Superchargers are a cheap source of +Max Consciousness.
Steel, components, food, and power are pretty plentiful at all stages of the game if you plan for them.
I've been on the look out for a mod that caps Chronophagy to 20 years, rather than juggling void sculptures\beacons\etc to tune the outcome.
When you need to downgrade, you just select uninstall, when you need to upgrade, click the ones needed and install one at a time.