Yttakin

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Yttakin (pronounced as ee-ta-keen)[1] are a xenotype, genetically engineered to live on ultra-cold planets.

Lore

Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments.[2] Yttakin share a psychic connection with the wildlife,[2] with whom they can communicate both vocally and psychically,[3] and they can summon animals to their side during battles.[2] They are not fast or energetic or precise, but can keep going when others would have collapsed long before. [2]

Since they migrated off their icy birthworld of Yttak, Yttakin settlements live on many planets,[2] where they now pursue their traditional lifestyle.[4] Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.[2]

Yttak itself is referred to elsewhere as ice-moon prison.[5] For more information, see the Yttak lore entry.

Yttakin pirates are close-knit bands of yttakin that choose to be isolated, and refuse to deal with outsiders.[1][4] They are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take.[4] These animals are referred to as "wild",[1] implying that they are not tamed and may simply be rounded up and psychically called by the band before raids, rather than being kept. Also notable, is that the pirate faction is implied to be their traditional lifestyle[4] - whether this refers to to their isolationism, internal clan traditions, piracy, or all of the above is unclear. The use of terms such as roarclan, tribe, clan, pack, family, and kinroar to describe the faction imply at least that a traditional cultural structure is maintained however.[6]

Yttakin seem to also have their own language or at least their own naming structure for people and places.[6][7]

Occurrence

The table below describes the chance for a given pawn from each faction being a yttakin. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 0%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 100%
WasterPirates.png Waster pirates 2.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

As raiders, yttakin have a x1.3 combat power multiplier, meaning they count as 1.3 of a raider.[Verify] A raid consisting of all yttakin would be 77% as large as the same raid with baseliners.

Summary

Genes

  • This table has been collapsed due to length. Click to expand Ex.pngClick to collapse Check.png
    Name Description Metabolism Complexity Exclude
    Animal warcall
    Gene AnimalWarcall.png
    Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.
    • Adds ability: AnimalWarcall.png Animal warcall
    With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.
    • Turns the target berserk against all factions hostile to the caster for 12 in-game hours/30,000 ticks (8.33 mins). -75 base goodwill when used on a friendly faction's animal.
    • Target: Any single animal or wildman. Does not require LoS [Detail]
    • Range: 49.9 tiles
    • Warmup Time: 120 ticks (2 secs)
    • Cooldown: 900,000 ticks (15 in-game days) per charge.
    • Charges: 2
    • AI Can Use: True
    −2 1 -
    Slow wound healing
    Gene WoundHealingRateSlow.png
    Carriers of this gene heal from wounds half as fast as normal.
    • Injury healing factor ×50%
    +2 1 WoundHealingRate
    Psychically dull
    Gene PsychicallyDull.png
    Carriers of this gene are less psychically-sensitive than others.
    +1 1 PsychicAbility
    Naked speed
    Gene NakedSpeed.png
    Carriers of this gene move slower while clothed, and faster while naked.
    +2 1 -
    Aggressive
    Gene Aggressive.png
    Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
    • Effects:
      • Social fight chance factor ×200%
      • Chance mental break is violent ×200%
      • Prison break interval factor ×60%
    +2 1 Aggression
    Aggressive
    Strong melee damage
    Gene StrongMeleeDamage.png
    Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
    −2 1 MeleeDamage
    Sleepy
    Gene Sleepy.png
    Carriers of this gene get tired somewhat faster than others.
    • Sleep fall rate ×140%
    +2 1 Sleep
    Robust
    Gene Tough.png
    Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
    • Incoming damage multiplier ×75%
    −2 1 Toughness
    No hair
    Gene HairStyleBaldOnly.png
    Carriers of this gene grow no hair on the head. 0 0 HairStyle
    Unisex beards
    Gene UnisexBeards.png
    Carriers of this gene always have thick facial hair, even women. 0 0 BeardStyle
    Roar voice
    Gene VoiceRoar.png
    Carriers have an animal-like roaring voice. 0 0 Voice
    Hulk body
    Gene BodyHulk.png
    Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 0 0 BodyType
    Furskin
    Gene Furskin.png
    Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.
    −1 1 HairStyle
    Fur
    BeardStyle
    Furry tail
    Gene TailFurry.png
    Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.
    −1 1 Tail
    Great Animals
    Gene GreatAnimals.png
    The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.
    • Animals: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Animals
    −3 2 -
    Awful Mining
    Gene AwfulMining.png
    The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.
    • Mining: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Mining
    +2 1 -
  • Analysis

    Yttakin thrive in cold climates. Even when naked, they have a minimum comfortable temperature of -6 °C (21.2 °F), and only get hypothermia below -16 °C (3.2 °F). Yttakin are good combatants regardless of climate, with both robust and strong melee damage. However, slow wound healing makes them somewhat less effective fighters in practice.

    As working colonists, yttakin's main weakness is the Sleepy gene, which causes extra sleep. A yttakin sleeping in a normal bed would spend 63.2% of the day awake, or sleep for 8.83 hours per day. A baseliner in the same bed would spend 70.6% of the day awake, or sleep for 7.05 hours per day. This would result in 89.5% awake time from the sleeping gene. Otherwise, yttakin can do all work, except Mining, reasonably well. (Note that being sleepy does not impact combat performance at all. Until a pawn falls asleep due to exhaustion, a lack of rest only impacts mood.)

    Other genes worth noting: Aggressive can cause more social fights, which with strong melee damage, can potentially lead to body part destruction. Animal warcall can be powerful earlier in the game, especially if you have thrumbos around. But, in the late game, even 2 megasloths are unlikely to deal significant damage to a group of raiders. This ability has a very long cooldown, so it can't be used for every fight.

    Nudism

    Yttakin are geared towards nudism. Naked Speed provides +0.10 c/s move speed when unclothed, but −0.20 c/s otherwise. Robust helps mitigate the lack of armor, furskin and furry tail compensate for lack of cold protection. Pawns can wear the heavy bandolier without impacting nudity, which reduces aiming cooldowns.

    This should be compared to the benefits of not being nude. Yttakin don't get any mood penalty for wearing clothes, and the benefits of Robust, furskin, etc. still apply even with clothes. So, compared to a baseline colonist, the only actual penalty is a level of slowpoke. Armor can be very helpful in combat. And in hotter biomes, wearing a duster or other heat-insulating gear can be necessary.

    Gene extraction

    Some of the more valuable genes yttakin have to extract are:

    • Robust - Multiplies incoming damage by ×75%, which increases effective health by ×133%. Helps overall combat performance, and prevents instakills from short bows and the like.
    • Sleepy - Sleepy can be great for pawns that don't work much. Vat-grown soldiers are unlikely to be useful outside of hauling and cleaning.
    For dedicated soldiers, you can install Psychite dependency or Go-juice dependency to counteract the extra sleep need. Flake, yayo, and go-juice all increase the Rest stat when taken. Taking these drugs before combat ensures that your soldiers remain awake and happy during combat.
    The increase sleep fall rate can be completely eliminated by using a circadian half-cyclerContent added by the Royalty DLC, which removes the need for sleep. This results in a +2Metabolic efficiency metabolic efficiency bonus in exchange for a −15% Consciousness penalty. See the Circadian half-cycler page for further analysis on this Consciousness penalty affects, but it will significantly negatively affect the primary roles favored by yttakin genetics - Combat and Animals.

    1. 1.0 1.1 1.2 Biotech Preview #4 Steam Announcement
    2. 2.0 2.1 2.2 2.3 2.4 2.5 Yttakin xenotype description
    3. Yttakin xenotype short description
    4. 4.0 4.1 4.2 4.3 Yttakin pirates faction description
    5. Ideology Places.xml
    6. 6.0 6.1 Biotech RulePacks_Namers_Faction.xml
    7. Biotech RulePacks_Namers_Xenohumans.xml