Neural supercharger

The neural supercharger is a building added by the Ideology DLC. It allows pawns to supercharge their brain once per day, at the cost of consuming power and the pawn consuming extra food. 
== Acquisition ==
 Neural superchargers can only be constructed by a colonist with an Ideoligion containing the Transhumanist meme.
== Summary ==
Once connected to power, the neural supercharger will begin to charge. It needs to be charged for or 24 in-game hours. After being charged, a colonist can use the device, granting them the Neural Supercharge hediff for or 24 in-game hours, with the following effects:
* Consciousness
* Global Learning Factor
* Hunger Rate Factor
Note that both the charge time and hediff duration is the same - thus a single supercharger can keep a single pawn almost permanently supercharged, minus travel time.
If colony expectations are at Moderate (80,000 colony wealth) or higher, then those believing in a Transhumanist ideoligion will receive Want neural supercharge if not currently affected by its hediff.
=== Impacts ===
+10% Consciousness equates to +10% Manipulation, Eating, and Talking. If Consciousness is below 100%, then this boost also increases Moving. 
Manipulation in particular affects a wide variety of stats and work types, such as Crafting, Construction, Plants, and Medical. Not only will the boost make each job 10% faster, but it will also increase plant yield and medical tend quality. For a full list of affected stats, see their individual pages.
== Analysis ==
The neural supercharger, along with the sleep accelerator and biosculpter pod, are a defining feature of the Transhumanist meme. Most comparisons should be made to Transhumanist vs non-Transhumanists, not with building the supercharger independently.
The hunger cost is usually negligible, able to be countered in many biomes by simply growing more food. If you're using a nutrient paste dispenser, then a neural super-charged pawn still consumes less food than a regular pawn eating simple meals. 
Rather, the real cost is with power and resources. With each pawn needing a supercharger, and each supercharger consuming 400W of power and , it can take a lot of power to run a transhumanist colony. Pawns will also enjoy having a sleep accelerator, which consumes another , and 350 W when sleeping. Constructing both buildings, and the generators required to run them, will also increase colony wealth by a fair amount.
Once you reach high expectations, Transhumanist pawns will start demanding age reversal. In addition to building the pod, this will take an absolute minimum of 2.61 days of a pawn's time per year, assuming the pod is in a sterile room. With 4.35% - 6% of their year stuck in age reversal, the supercharger + sleep accelerator still ends up being a net positive in work - just a costly one.
Once you can afford the costs of all 3 buildings, both the supercharger and the sleep accelerator are free buffs to pawn work speed. 
For colonies without the Transhumanist meme, a person who follows an ideoligion with the meme can be recruited and can build it.
== Version history ==
* Ideology DLC Release - Added.
* 1.3.3101 - can now be walked through.
* 1.3.3117 - Path cost 0 -> 42.
* 1.4.3523 - Moved from Misc to new Ideology architect tab.
Category:Ideology (Buildings)