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[[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion. | [[File:Transhumanist.png|64px]] Transhumanist is resource-, power-, and time- heavy, but does come with pretty large benefits. Powerful in the late game, and viable to take as an entire-game ideoligion. | ||
− | Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter | + | Gives access to the [[sleep accelerator]] and [[neural supercharger]], increases [[biosculpter pod]] speed, removes penalty for the [[nutrient paste dispenser]], and gives mood buffs for artificial parts. Also gives research specialist. However, neural superchargers will eventually be demanded, with both accelerators and superchargers consuming lots of power and resources. Eventually, age reversal will also be demanded - every colonist will want to spend an absolute minimum of 2.61 days a year in the biosculpter. |
Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work. | Transhumanist demands for the neural supercharger and artificial body parts start at moderate [[expectations]] (80,000 colony wealth). Demand for age reversal starts at high expectations (180,000 colony wealth). Note that, like with [[body modder]], installing a [[denture]] is an easy implant for any pawn who isn't doing Social or Animal Taming work. | ||
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== Other memes == | == Other memes == | ||
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'''Not required for their precepts:'''<br> | '''Not required for their precepts:'''<br> | ||
Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion. | Most (if not all) of the benefit of these ideoligions can be replicated by just adding their precepts to another ideoligion. | ||
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*'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details. | *'''Darkness:''' Combat in Darkness and Darklight Preferred can be obtained by any ideoligion - the only benefits from the meme are Mining Specialist and +5 mood for seeing an eclipse. Darkness can be very powerful in the right conditions, but you don't need the meme. See [[#Precepts]] for details. | ||
*'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male. | *'''Female Supremacy / Male Supremacy:''' Just an opinion buff/malus for genders. Generally a colony won't be all female or all male. | ||
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== Buildings == | == Buildings == | ||
− | [[Pew]] and [[ | + | [[Pew]] and [[ideogram]] / [[medium altar]] tends to be the preferred option. Pews are created with wall materials, so you can create them before [[cotton plant]]s grow. Ideograms cost 50 steel, do not take up space, and ritual room requirements only apply at high [[expectations]] (180k wealth). Small altars cost 50 wood/stone/steel, but is activated at moderate expectations (80k wealth). Medium altars cost 100 wood/stone/steel and also have high expectations. |
== Weapons == | == Weapons == |