Editing Wake-up

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 2: Line 2:
 
| name = Wake-up
 
| name = Wake-up
 
| image = Wakeup a.png
 
| image = Wakeup a.png
| description = A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.<br/>In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.
+
| description = A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.<br>In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
 
| type = Drug
 
| type = Drug
Line 14: Line 14:
 
| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 14
+
| path cost = 15
 
<!-- Ingestion -->
 
<!-- Ingestion -->
 
| joy offset = 0.4
 
| joy offset = 0.4
Line 25: Line 25:
 
| research = Wake-up production
 
| research = Wake-up production
 
| work to make = 900
 
| work to make = 900
| work speed stat = Drug Synthesis Speed
+
| skill 1 = Intellectual
 
| resource 1 = Neutroamine
 
| resource 1 = Neutroamine
 
| resource 1 amount = 2
 
| resource 1 amount = 2
| bulk product amount = 4
 
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = WakeUp
 
| defName = WakeUp
Line 40: Line 39:
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
+
Wake-up can be manufactured at a [[{{lc:{{P|Production Facility 1}}}}]] for {{P|Resource 1 Amount}}&nbsp;[[{{lc:{{P|Resource 1}}}}]] taking {{ticks|{{P|Work To Make}}}}. It requires [[Research#{{P|Required Research}}|{{lc:{{P|Required Research}}}}]] to be researched. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{lc:{{P|Skill 1}}}}]] skill.
  
 
It can also be found on [[raider]]s and [[Trade|purchased]].
 
It can also be found on [[raider]]s and [[Trade|purchased]].
Line 53: Line 52:
  
 
=== Upon consumption ===
 
=== Upon consumption ===
A pawn taking wake-up will do so right where they stand without looking for a place to sit first. It takes {{ticks|{{P|Ingestion Time}} }} to swallow the pill. It has the following one time effects:
+
A pawn taking wake-up will do so right where it stands without looking for a place to sit first. It takes {{ticks|{{P|Ingestion Time}}}} to swallow the pill. It has the following one time effects:
  
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]
+
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
 
** {{+|30%}} [[Chemical need]]
 
 
* {{+|100%}} [[Rest]]
 
* {{+|100%}} [[Rest]]
 
* {{++|18% to +35%}} [[Overdose]] severity
 
* {{++|18% to +35%}} [[Overdose]] severity
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.005}} }} }} Chance for a [[Overdose#Major|major overdose]]
+
* <span style="color:firebrick>'''{{%|{{#vardefineecho:overdoseChance|0.005}}}}'''</span> Chance for a [[Overdose#Major|major overdose]]
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} }}''' Wake-up high severity ''(see "Wake-up high" below)''
+
* '''+{{%|{{#vardefineecho:highSeverity|0.75}}}}''' Wake-up high severity ''(see "Wake-up high" below)''
* {{Bad|{{%|{{P|Addictiveness}} }} }} [[Addiction]] chance
+
* <span style="color:firebrick>'''{{%|{{P|Addictiveness}}}}'''</span> [[Addiction]] chance
 
* If the pawn has an addiction already:
 
* If the pawn has an addiction already:
** {{+|{{%|{{#vardefineecho:needOffset|0.9}} }} }} Wake-up need ''(see "Addiction" below)''
+
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Wake-up need ''(see "Addiction" below)''
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}} }} }} Addiction progress ''(see "Withdrawal" below)''
+
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see "Withdrawal" below)''
  
 
=== Wake-up high ===
 
=== Wake-up high ===
 
{{Quote|text="Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."}}
 
{{Quote|text="Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."}}
  
While each wake-up dose increases the severity of the wake-up high by {{%|{{#var:highSeverity}} }} ''(see "Upon consumption" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}} }} per day again, meaning that for one wake-up the high lasts '''{{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}} }}|hour}}'''. The maximum severity of a wake-up high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 2}}&nbsp;wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
+
While each wake-up injection increases the severity of the wake-up high by {{%|{{#var:highSeverity}}}} ''(see "Upon injection" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}}}} per day again, meaning that for one wake-up the high lasts {{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}. The maximum severity of a wake-up high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 2}}&nbsp;wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
  
 
* {{+|10%}} [[Consciousness]]
 
* {{+|10%}} [[Consciousness]]
Line 76: Line 73:
 
* {{+|50%}} [[Global work speed]]
 
* {{+|50%}} [[Global work speed]]
 
* {{+|20%}} [[Psycasts#Psyfocus|Psyfocus meditation rate]] {{RoyaltyIcon}}
 
* {{+|20%}} [[Psycasts#Psyfocus|Psyfocus meditation rate]] {{RoyaltyIcon}}
* {{Good|×80%}} [[Sleep Fall Rate]]
+
* <span style="color:forestgreen>'''×80%'''</span> [[Rest]] need fall rate
* {{Bad|Ailment}} chance:
+
* <span style="color:firebrick>'''Ailment'''</span> chance:
 
** [[Heart attack]]: on average every 120 days.
 
** [[Heart attack]]: on average every 120 days.
  
Line 84: Line 81:
  
 
=== Addiction ===
 
=== Addiction ===
{{Quote|"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.<br/>Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
+
{{Quote|"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.<br>Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
  
Each dose of wake-up carries a {{%|{{P|Addictiveness}} }} chance of addiction. There is therefore no safe dose interval.
+
Each dose of wake-up carries a {{%|{{P|Addictiveness}}}} chance of addiction. There is therefore no safe dose interval.
  
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}} }} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming wake-up during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}} }} again ''(see "Upon consumption" above)''.
+
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming wake-up during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see "Upon injection" above)''.
  
Developing an addiction means a pawn has a wake-up [[Needs#Drug addictions|need]]. The need for wake-up falls by {{%|{{#vardefineecho:needFall|0.333}} }} per day, consuming wake-up satisfies the need by {{%|{{#var:needOffset}} }} ''(see "Upon consumption" above)'', meaning the pawn will need to consume wake-up at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
+
Developing an addiction means a pawn has a wake-up [[Needs#Drug addictions|need]]. The need for wake-up falls by {{%|{{#vardefineecho:needFall|0.333}}}} per day, consuming wake-up satisfies the need by {{%|{{#var:needOffset}}}} ''(see "Upon injection" above)'', meaning the pawn will need to consume wake-up at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
  
 
=== Withdrawal ===
 
=== Withdrawal ===
Line 101: Line 98:
 
* {{--|25%}} [[Manipulation]]
 
* {{--|25%}} [[Manipulation]]
 
* {{--|20%}} [[Moving]]
 
* {{--|20%}} [[Moving]]
* {{++|30%}} [[Sleep Fall Rate]] (meaning the pawn needs to sleep about a 30% sooner)
+
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)
* {{Bad|×200%}} [[Social#Social Fights|Social fight chance]] (meaning the pawn is twice as likely to start a social fight)
+
* <span style="color:firebrick>'''×200%'''</span> [[Social#Social Fights|Social fight chance]] (meaning the pawn is twice as likely to start a social fight)
* {{Bad|Mental break}} chances:
+
* <span style="color:firebrick>'''Mental break'''</span> chances:
 
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.
 
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.
 
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|wandering}} during each withdrawal.
 
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|wandering}} during each withdrawal.
  
 
== Analysis ==
 
== Analysis ==
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).
+
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).
  
 
Unless you need an immediate and significant boost in chemical [[recreation]] or [[rest]] it is recommended to wait at least {{#expr: {{#var:highDuration}}*(({{#var:highSeverity}}-1+{{#var:highSeverity}})/{{#var:highSeverity}})}}&nbsp;hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&nbsp;hours after the second to last dose. Otherwise some hours of the high will be wasted.
 
Unless you need an immediate and significant boost in chemical [[recreation]] or [[rest]] it is recommended to wait at least {{#expr: {{#var:highDuration}}*(({{#var:highSeverity}}-1+{{#var:highSeverity}})/{{#var:highSeverity}})}}&nbsp;hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&nbsp;hours after the second to last dose. Otherwise some hours of the high will be wasted.
  
If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}}&nbsp;hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each dose). Be particularly careful when taking even more doses of wake-up or using it in combination with other drugs!
+
If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}}&nbsp;hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when taking even more doeses of wake-up or using it in combination with other drugs!
  
 
There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:
 
There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:
Line 122: Line 119:
 
=== Sleep reduction strategies ===
 
=== Sleep reduction strategies ===
 
No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.
 
No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.
 
 
==== Awake without penalties ====
 
==== Awake without penalties ====
If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% [[rest]]:  
+
If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% [[rest]]:
 
* The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 
* The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.
 
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.
  
Thus, a single dose can keep a pawn awake for 38.8 hours before getting drowsy. Each individual dose keeps a pawn awake for 20.6 more hours without penalty. In 20.6 hours, normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
+
Thus, a single dose can keep a pawn awake for 20.6 more hours without getting drowsy. Normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
  
 
==== Awake with or without penalties ====
 
==== Awake with or without penalties ====
If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% [[rest]]:
+
If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% [[rest]]:
 
* The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 
* The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
Line 139: Line 135:
 
* The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a {{--|18}} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.
 
* The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a {{--|18}} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.
  
Thus, a single dose can keep a pawn awake for 70.7 hours, if you are willing to make a pawn exhausted. Each individual dose keeps a pawn awake for up to 36.5 more hours. By this time, both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
+
Thus, a single dose allows a pawn to stay awake for 36.5 more hours, if you are willing to make a pawn exhausted. Both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
  
 
=== Stat boost strategies ===
 
=== Stat boost strategies ===

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: