Editing High subcore
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{{Biotech}} | {{Biotech}} | ||
− | {{Stub|reason=Item type}} | + | {{Stub|reason=Item type & categories}} |
{{Infobox main|production | {{Infobox main|production | ||
| name = High subcore | | name = High subcore | ||
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== Usage == | == Usage == | ||
High subcores are used in the following crafting recipes: | High subcores are used in the following crafting recipes: | ||
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{{Ingredient List|noCollapse=true}} | {{Ingredient List|noCollapse=true}} | ||
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=== Human resources === | === Human resources === | ||
{{Main|Human resources}} | {{Main|Human resources}} | ||
− | A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{Icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. When used on guilty prisoners, there | + | A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{Icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. When used on guilty prisoners, there isn't a mood penalty. |
Selling prisoners directly to a slaver or [[faction base]] often is more profitable; this only gives a {{--|3}} [[mood]]let per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a [[peg leg]], or previous organ harvests can make a high subcore more valuable. | Selling prisoners directly to a slaver or [[faction base]] often is more profitable; this only gives a {{--|3}} [[mood]]let per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a [[peg leg]], or previous organ harvests can make a high subcore more valuable. | ||
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{{Nav|mechanoid|wide}} | {{Nav|mechanoid|wide}} | ||
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