Editing Hussars

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Despite the scary sounding dependency, a hussar's go-juice need isn't difficult to maintain. So long as you have [[Research#Go-juice production|Go-juice production]] and [[Research#Psychite refining|Psychite refining]] researched, creating go-juice is simple: it only takes [[yayo]] and [[neutroamine]].  
 
Despite the scary sounding dependency, a hussar's go-juice need isn't difficult to maintain. So long as you have [[Research#Go-juice production|Go-juice production]] and [[Research#Psychite refining|Psychite refining]] researched, creating go-juice is simple: it only takes [[yayo]] and [[neutroamine]].  
  
* [[Yayo]] can be grown in your colony. A single [[psychoid plant]] provides enough material to prevent death for a year. In a year-round biome, a 2x2 field of psychoid plants will prevent deficiency for indefinite time. If your biome has a winter, a single 5x5 field prevents deficiency for an entire year.
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* [[Yayo]] can be grown in your colony. A single [[psychoid plant]] provides enough material to prevent death for a year. In a year-round biome, a 2x2 field of psychoid plants will prevent deficiencyy for indefinite time. If your biome has a winter, a single 5x5 field prevents deficiency for an entire year.
 
* [[Neutroamine]] can only be bought. But a small amount of neutroamine is enough to provide a large amount of go-juice. A stack of 50 neutroamine, worth {{icon small|silver||{{#expr:50*{{Q|Neutroamine|Market Value Base}}}}}} before [[Trade Price Improvement]] and [[difficulty]], lasts a pawn for 125 days, just over 2 years, without deficiency. With 0 Social skill in [[difficulty|Losing is Fun]], this price increases to {{icon small|silver||{{#expr:1.4*1.2*50*{{Q|Neutroamine|Market Value Base}}}}}}. While you have to find a trader, you have 60 days to reach a [[caravan]], [[faction base]], or [[orbital trader]] selling neutroamine before death.
 
* [[Neutroamine]] can only be bought. But a small amount of neutroamine is enough to provide a large amount of go-juice. A stack of 50 neutroamine, worth {{icon small|silver||{{#expr:50*{{Q|Neutroamine|Market Value Base}}}}}} before [[Trade Price Improvement]] and [[difficulty]], lasts a pawn for 125 days, just over 2 years, without deficiency. With 0 Social skill in [[difficulty|Losing is Fun]], this price increases to {{icon small|silver||{{#expr:1.4*1.2*50*{{Q|Neutroamine|Market Value Base}}}}}}. While you have to find a trader, you have 60 days to reach a [[caravan]], [[faction base]], or [[orbital trader]] selling neutroamine before death.
  

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