@@trickygamer9563 I don't think he was also considering their costs, this being the archite gene, unavailable unless looted, bought or awarded, extremely rare and no you can't get them from extracting vampire genes
@Pinguin i can agree on that part. But i will pay of in mid/late game. Your best colonists will get some bad scars during their time in the rim. So if I were lucky enough to get it in a trade, I would buy it.If not now i could use it later
As I said at the start this is a fast ranking video, if I were talking about the costs and complexities it would be double in length. Also I don't consider increased food consumption to be an actual problem in the game, so don't really care that much about the costs.
My plan has been revised. First I'll make a xenogerm of deathless, tough, smart pawns. Archite Metabolism should see to it. Fast learner, fast healer, perfect immunity, toughness, no flinching, fire resistance. And then later I'll add the Sanguiphage nonsense as well as psychic stuff.
The perk for no age disease also cancells cancer. That means you can go ham on nuclear stomach and remove food debaff from other genes (not to mention no food posoning) . Thats basically a better version of ageless (unless age does other things besides causing desease on old pawn) Anti toxic lungs ignores rot gas (so very usefull for animal packs that rot on death) . Also , rot gas seems to be very common on raids now (unlike acid spray).
I generally don't put Never Sleep on my adult pawns as sleep is really useful to keep mood at a high level. However, it is very powerful for children if you are aiming for max growth tier because learning decreases even during sleep and it's easier to keep it high at all times when they don't have to sleep. I generally just set their schedules to 24h recreation so they will automatically switch to learning once the bar hits below 90%. In between 90-100%, they will automatically work on stuffs like hauling.
6 місяців тому
Yeah, with never sleep pawns won't get comfort from sleeping and there's no lovin' (and thus also no kids) unless you micromanage medical rests in double beds. I rate low sleep up there in s, never sleep in b or c tier.
I wonder if you can overwrite the 'never sleep' gene.
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@@JoshSweetvale It looks like low sleep overrides never sleep (at least on geneline creation, with both of them selected), so I'd guess xenogerming that in would work too.
I think that you forgot about the metabolic costs, because very fast runner requires the absurd amount of 5, forcing you to give him a few negative stuff if you don't want your colonist to consume the double, and similar stuff whit other traits
Looking at this, Happiness and Speed are always good. Reduced Pain + Deathless is obvious; yes, your pawns can overstretch, but they'll be fiiine. Maybe add rapid healer, maybe put points somewhere else if you have good enough meditech. The Leap reposition is excellent utility. I now want to make an endgame colony of psychic, deathless cyborg lunatics with +50% melee and Persona Weapons who leap into battle, supported by rifle mechs. Sure, some will fall, but they will be fully recovered by the time the next crisis rolls around!
Second glance: Replace Reduced Pain with Go-juice Dependency. And you can skip fast coagulation, there's an implant for that, and the pigman coagulation is _so_ fast, you can't treat wounds.
Dead calm + bloodlust is a great combo, especially if you happen to have it on a pawn with psychic harmonizer. I've been using one as a mood booster for my whole colony, so they don't get chronic depression for eating without a table. Super fast healing is SO powerful. Especially when combined with the clotting trait. I've often had a pawn with both just completely recover from moderate intensity fights before I even finish looting the raiders. Never sleep has one downside - they won't get bonuses from loving (and comfort could potentially be more difficult to maintain), but still an awesome gene. Non-senescent negates the downside of nuclear stomach, I believe, but haven't tested it. Very niche use, but still.
non-senescent and nuclear stomache does work, allowing you to use it without a downside (besides emp makeing you vomit,) combine a low metabolic rate pawn (+plus 5 points) and a nuclear stomach and there hunger rate is reduced to a whopping 12,5%, or eating nearly ten times less then other pawns, its insane
Wow, nice! Well, food is rarely a problem by the time you can afford this, but it's a very neat thing to go for. Probably nice for long range caravans.
@@gogudelagaze1585 it’s mainly a neat thing to go for if you happen to find a nuke stomach early on a custom gene line you created, one pawn eating once every five days or so saves them a ton of time fetching food or actually eating
You are wrong with Archnite Metabolism. It is 100% S tier. You should always try to use it if you can spare the Caps for it. The reason is simple. It is a gene that allow for more positive genes by lowering your food requirement. You can add good genes, or you can simply choose to have food discount. Imagine having -50% food and then add a -25% reprocessor stomach. They bearly needs to eat, which saves resources and time.
Firefoam in C? Well, I think it's A and here's why: It saves your panicking pawns when they're on fire If your pawn gets set on fire it will save their life so they get put out instead of running out of cover and dying, it's quite redundant when combined with fireproof though, so I'd put it high B, Low A
Beauty can be very good actually. If you run a polyamory colony where all you colonists have a beauty of +2, everyone starts hooking up with everyone else which eventually leads to an insane number of weddings. Your whole colony's mood will be continuously improved by those weddings. In addition, if in the same polycule, then everyone can share the same room, which means you can really save space.
@@KokoplaysMB The way you explain the reasoning for the ranking is convincing, and what makes me love your ranking vids more is the fact that they made me discover your channel, specifically the project zomboid negative traits one.
Robust+superclotting+reduced pain= a pawn that simply cannot be stopped. You might lose a few bits here and there but it's nothing a prosthetic can't fix. And hey, gotta find a use for all that medicine you would've used to tend wounds if they didn't tend themselves
Strong Melee not S tier? Opinion discarded. /s But seriously, it's incredibly powerful. It's not just a DPS buff. Because it affects base damage it also makes body part destruction kills WAY more common AND bumps up their AP. You can turn Melee pawns in gods with all DLC options they have now.
This would be my personal ranking on each of the genes that provide various bonuses, often at the cost of metabolic efficiency, taking into account what they offer, how often those benefits would play out, how much of an impact those benefits would have when they're relevant, how big of a cost in metabolic efficiency they would impose, and whether or not those benefits would, overall, be worth the costs in metabolic efficiency. -------------------- For the F tier, I'd reserve strictly for genes that I feel tend to do more harm than good, almost universally so, which include the following: Naked Speed - For the promise of +0.2 movement while naked, at the cost of -0.1 movement while clothed as a trade-off, this seems to me like it'd be more harm than good, since more likely than not, your pawns will need clothing of some sort, not only to protect their body parts while under attack, but also to protect themselves from a climate that's too hot or too cold for their ability to tolerate. Heck, even as a gene to be taken in exchange for better metabolic efficiency, there are better choices out there, such as Deathrest, Cold/Heat Weakness, Hyper-Aggressive, Extra Pain, and Minor/Major Cell Instability to name a few. -------------------- For the D tier, I'd reserve strictly for genes that either seem pointless to have, perhaps to the point where I'd consider them to be a drain on metabolic efficiency for what minimal benefits they provide, but not necessarily detrimental, and can often be ignored (much like with cosmetic genes), or are oftentimes more harm than good to have, unless used in specific builds, which would include the following: Fire Spray - Sure, being able to set fire to enemies can be handy for keeping them from engaging your pawns in combat, but the presence of flammables like grass or wood can quickly cause things to become messy, which easily makes this a double-edged sword to use in battle. Although this could be used outside of battle to dispose of corpses, tainted apparel, or other unwanted wealth-creating junk, or to start fires within a wood-fueled burnbox to cook enemies alive, so could some easily-acquirable molotovs, making this gene seem more like a waste of metabolic efficiency. Strong Immunity - This is, IMO, a gene that players should shamefully only want to give to their pawns if they suck at preventing and/or treating infections. Nuff said. Superclotting - Sure, your pawns won't be as much risk of bleeding out as they would be normally with this gene, but you'd need to be quite poor at keeping your pawns from taking enough damage that they'd be at risk of bleeding out quickly, not only by failing to manipulate battles to make sustaining damage less likely for your pawns, but even by failing to give them better armor, if you seriously need this gene. Even some basic self-tending without medicine can make this gene seem very redundant and pointless to have. Psy-Sensitive, Super Psy-Sensitive - Make no mistake, these genes CAN be quite good to get for your psycasters. However, for pawns that are lacking in psychic powers, and/or don't use their psychic powers often, these genes are, unfortunately, far more of a liability than an asset, since not only do they greatly waste metabolic efficiency, but they make them more vulnerable to psychic drones. Definitely reserve this for use as a xenogene that should be implanted sparingly. Cold Tolerance, Cold Super-Tolerance, Heat Tolerance, Heat Super-Tolerance, Furskin, Furry Tail - All of these genes are often unnecessary to have, since clothing like parkas and dusters, along with base heating/cooling, more often than not turns these genes into redundant wastes of complexity and metabolic efficiency, with the furskin and furry tail seeing more value as metabolically-pricey cosmetic genes, especially for furries. Edit: Moved Fire Resistance from D tier to C tier. Dead Calm - A gene that prevents social fights and mental breaks from becoming violent is IMO a pointless gene to have for even its meagre metabolic cost. In fact, I believe that anyone who's seriously considering this gene is either having serious problems with managing colonist moods or is too afraid of violent mental breaks than they should be. After all, there are some non-violent mental breaks that I'd personally wouldn't want to have, like, say, colonists fleeing the map, colonists turning wild, colonists suffering from catatonic breakdowns, or even colonists wandering in a daze, over even violent mental breaks, like, say, berserk, morderous rage, animal slaughtering, tantrums, or insulting sprees. At least the violent pawns still often have the sense to fight against enemies that are attacking the colony. Strong Melee Damage - While useful to have for melee-oriented pawns, most combat is typically focused on ranged combat, especially as the colony grows in colonist count, and as killboxes are created, modified, developed, and evolved, so this gene should be kept as a xenogene to add to specific pawns. Even so, one can expect social fights to be just that more dangerous if they involve pawns with this gene. Fertile - Depending on whether or not you'd like for your female colonists to get pregnant, this gene may be of beneficial or detrimental use for them, for the low cost of no metabolic efficiency costs, and a single point of complexity, so this gene appears here in D tier. Strong Stomach - This gene's benefits are easily made pointless with safe food preparation, including either a decently-skilled cook, or a nutrient paste dispenser. Nuff said. Robust Digestion - See the Strong Stomach gene above. Drug Addiction Resistance (All), Drug Addicttion Immunity (All) - Drug addictions, even concerning hard drugs like Yayo, Wake-Up, and Go-Juice, are generally not problematic to deal with, and can instead be tolerated and left alone, especially if players were already planning on using the drugs on a routine basis for the purposes of increasing colony productivity. Besides, there are worse things that can happen with drug use, such as drug tolerance and overdosing. Non-Senescent - Archite genes are expensive to install without the Gene Implanter gene, and sadly, the benefits of this gene are miniscule for the costs associated with implanting it on a pawn, and can be made redundant with the use of biosculpting pods for healing conditions and age reversal. Ageless - See the Non-Senescent gene above. (Continued in reply...)
(...Continued from original post.) For the C tier, I'd reserve strictly for genes that I'd consider to be beneficial overall, but are either underwhelming for the benefits that they offer, or are considered double-edged swords for the good and bad things that can result from their presence unless careful with their use and/or mitigated in other ways. These would include the following genes: Acid Spray - Although the idea of debuffing and gradually inflicting enemies with damage over time, especially in a manner that wouldn't cause them to run around on fire, seems tempting, keep in mind that similar results could be gotten with toxic grenades or toxbomb launchers, so this ability might not be worth actively seeking out for its metabolic cost. Animal Warcall - Although this gene provides players with the opportunity to cause nearby animals, particularly bulky animals like bears, rhinos, elephants, megasloths, or thrumboes, to turn hostile towards the player faction's enemies, and to also save on the effort of hunting the animal down for meat and leather, especially when used en-masse, keep in mind that, like with Psychic Animal Pulsers, the effectiveness of this ability declines as the game progresses, with bigger raids containing more dangerous enemies. Best used for the early game, when colonies have few pawns and defenses. Piercing Spine - Although the single-target damage could help with taking down enemies more quickly, unfortunately, the short range of the attack means that this ability would most likely see its best utility in close-quarters situations, such as within a killbox designed for melee-blocking, which could instead be supported by pawns armed with grenades that are just as devastating to enemies, if not more so. Super Immunity - Like with the Strong Immunity gene at D Tier, you only really need this gene if you shamefully suck at preventing and/or treating infections. However, to this gene's credit, it stays out of D tier for how it also speeds up immunity gain speed, and thus, recovery time from the flu, malaria, plague, and sleeping sickness, all for the cost of just one additional point of metabolic efficiency over the Strong Immunity gene. Fire Resistance (Edit: Moved from D tier to C tier) - If you're managing your fights against enemies with incendiary weapons well, then theoretically, you shouldn't need this gene at all. Heck, even if you weren't managing them well, it's rare for fire damage to occur towards colonists, so this gene would've ended up being largely pointless to have... which was what I would've said earlier while I wasn't aware that Tesserons, with their fire-starting lasers, had existed. Psychic Bonding - Although this provides a mood and consciousness buff that can easily rival the buffs provided by many A and even S Tier genes further below, what keeps this gene in C tier is the baggage that comes with the gene, and is why Highmates, in lore, are so controversial to have in various societies. For starters, any pawns that are romanced by the carrier of this gene will be guaranteed to become the carrier's lover, which is usually beneficial, but can also cause social problems, such as if the recipient just so happened to have already been married to someone else. Moreover, if the gene carrier and the lover are separated for too long, or if one or the other dies, then bad things are sure to happen. Needless to say, use this gene with caution. Partial Antitoxic Lungs, Total Antitoxic Lungs, Partial Toxin Immunity, Total Toxin Immunity - All of these genes would likely be beneficial to have in polluted environments and toxic fallout, along with dealing with toxic gas used by enemy wasters, but smart colony planning, along with smart combat management against wasters, and also perhaps some face masks or gas masks, can often make toxins, pollution, toxic fallout, and toxic gas all a non-issue without this gene anyways, potentially making these kinds of genes into a sort of metabolic dead weight. Reduced Pain - Although this can help keep colonists in the fight without needing to use pain-stopping drugs like Go-Juice, like with using Go-Juice or installing a Painstopper implant, the reduced pain can still be a dangerous double-edged sword, since pawns could end up taking damage that would not only easily kill them if left unattended, but it also runs the risk of the pawns dying instantly. Pollution Stimulus - With the right base setup, with much of the work area deliberately polluted, and with either the right genes to synergize with this gene, such as Total Antitoxic Lungs, or the right equipment, such as a gas mask, polluted terrain can be turned from a hazard into a large boon in movement, and a small boon in consciousness. Even with this gene, however, you should still be careful to not let your pollution spread to your crop fields and animal pens though. -------------------- For the B tier, I'd reserve strictly for genes that I'd consider to be nice and beneficial to have overall, but might not be good enough to be chosen over other beneficial genes unless specific builds (such as a melee-focused build) could really get much more mileage out of them. They would include the following: Fast Runner, Jogger - Although extra movement is quite useful to have for not only the added productivity from hauling, but also for repositioning in combat, unfortunately, the metabolic costs associated with these genes make them borderline too costly for what they provide, but only just borderline, and the benefits from this gene can be substituted with bionics and/or drugs. Still, either gene shouldn't be discounted if you just so happen to have alot of metabolic efficiency points to spend, and are looking to make your pawns faster in order to make them better at productivity and/or combat. Optimist, Sanguine - Although the mood buffs provided by the traits automatically added by both genes can help offset other mood debuffs, possibly from other genes like Intense UV Sensitivity for example, I could see these genes being passed over in favor of other, more desirable genes if the player is already good enough at managing colonists' moods. Pretty, Beautiful - A good 1st impression helps not only with reducing the odds of social fights breaking out, but also with getting colonists to hook up with eachother and become lovers. However, other genes might be worth getting more so than this, such as the Kind gene for example. Never Sleep - Although the complete and total lack of any need for your pawns to spend time sleeping seems tempting for improving productivity, keep in mind that pawns normally require about 7 hours per 24-hour-long day to rest in a normal-quality bed, and this improves to about 6 hours with a Circadian Assistant, while the Low Sleep gene improves it to less than 3 hours. Moreover, removing a pawn's need for sleep also prevents the pawn from getting any lovin' with any partners they might have, which might be an undesirable side-effect for your colonists with this gene. Robust - Although the -25% damage taken is useful for making your pawns survivable in combat, I wouldn't put this into a higher tier simply because I value offensive buffs, such as Great Shooting, more than defensive buffs, which only matter if the enemy can actually deal damage to the colonists. Strong Aptitude (All), Great Aptitude (All) - Any one of these genes would be great to add to your colonists to either make up for some skills that are lacking in the colony, or to further improve upon the skills of the colony's more specialized colonists. Of these aptitudes, Great Shooting is probably the most likely aptitude gene to be the most desired, since skilled marksmen are probably the most highly sought-after pawns in these harsh war-torn Rimworlds. On the flip side, I could see Great Artistic being the least desired aptitude gene, since artists are typically in low demand, with their skillset only being needed for just 1 or 2 pawns in an entire late-game colony, where after they've beautified the place up, they could work on selling their art for a hefty profit, and not-so-easy to afford from the early-game to mid-game, where stabilizing the colony is of greater importance. Perfect Immunity - Although it eliminates the need to acquire and use penoxycyline to keep this pawn from developing any of the chronic diseases that would all require tending with medicine, and sap productivity and combat performance out of the colony as a whole, penoxycyline isn't exactly an expensive drug to mass-produce and take every 5 or 6 days, so players may opt to hold off on purchasing this gene, plus archites, unless they'd like to wean the colony off of penoxycyline, or if they're tired of constant infections, themselves a rarity if prevented and treated competently with a skilled doctor or 3, among the colonists. Scarless - For the costs associated with implanting this gene into one or more of your pawns, the ability to heal scars, especially those within organs such as the brain, is a nice boon that can make Luciferium and Healer Mech Serums less vital to use for these same purposes, though Biosculting Pods can perform the same services as this gene, so players may opt to hold off on purchasing it, especially compared to the other Archite genes found within the higher tiers. Deathless - Although this gene could save lives, or at least save the effort of needing to use a resurrector mech serum, you'd only really see the benefit of this gene if any of the colonists that possess this gene were to sustain a fatal blow, such as the loss of the heart, lungs, kidneys, stomach, and/or liver. It won't protect against the loss of the brain though. Overall, while nice to have, this gene shouldn't be a high priority to acquire and install, and there are better things to purchase, whether its doomsdays, psychic shock/insanity lances, or even plain old bionics. (Continued in 2nd reply...)
(...Continued from 1st reply.) For the A tier, I'd reserve strictly for genes that are quite beneficial to have, and should strongly be considered whenever there's some spare metabolic efficiency that could be played around with. These would include the following genes: Foam Spray - The ability to quickly put out fires in an instant without needing to use firefoam poppers, firefoam pop packs, firefoam turrets, or other firefoam-spewing devices, or the waterskip psycast, can be quite the godsend when fighting enemies that are carrying incendiary weapons on the field, whether it's Centipede Burners, Scorchers, Tesserons, Diabolus, or fire-breathing Impids to name a few. Bloodfeeder - This gene will save your pawns some medicine that would've been spent on extracting hemogen to keep your hemogenic pawns supplied with hemogen. Highly recommended. Kind - Whereas the Optimist and Sanguine traits provided by their respectively-named genes can help keep individual pawns from mental breaks, the Kind trait that this gene automatically applies to pawns that possess it can help keep other pawns from receiving mental breaks by preventing them from insulting others, and offering kind words, which gives the recipient a mood bonus. Smooth Tail, Elongated Fingers - If ever there was a gene that you should consider grabbing for the cost of just one point in metabolic efficiency, then it'd be either of these genes, or both if you have 2 points to spend instead. Although the additional manipulation past 100% won't necessarily help with combat unless the pawn was already missing a finger or 2, it can help out quite a bit with most other skills, and is thus quite the useful couple genes to have if you want to boost productivity, since manipulation affects just so many countless jobs. Unstoppable - With this gene, your pawns will not be slowed down by enemy attacks that manage to land their marks on colonists, whether it's an accurate shot from an enemy sniper, or an enemy Scyther that's hot on your pawn's heels. While not quite worthy of S tier, it's been placed a tier above the Fast Runner and Very Fast Runner genes for its ability to keep pawns from being slowed down as easily by some lucky shots from enemies. -------------------- Finally, for the S tier, I'd reserve strictly for genes that are so good, that I'd consider worth getting for ANY colonist, whenever possible, regardless of their cost, and even at the expense of having to leave out other good genes in the A tier and lower if need be. The following genes are just that good to have IMO: Coagulate - If you ever want to give your hemogenic pawns some bonus abilities that cost hemogen to use, then this would be the very 1st ability that should be granted to them. Being able to patch up injured pawns, whether colonists or prisoners, in an instant not only saves on medicine at the cost of some easily-substitutable hemogen, but also time, to the point where lives could be saved by it before they succumb to blood loss. Long Jump Legs - Much like with jump packs and the skip psycast, this ability can allow your pawns to quickly move in and out of enemy range, such as when jumping close to a horde of enemies, firing off a doomsday, then jumping out before the enemies can return fire. Another must-have gene for hemogenic colonists. Fast Wound Healing, Superfast Wound Healing - Being able to get pawns back into fighting shape very quickly is such a game-changer, especially for the late-game, when raids become very frequent during the end-game, when you're trying to protect the ship while it's starting up, or the Stellarch while he/she is paying a visit, that I'd seriously recommend taking either the Superfast Wound Healing gene, or, if, for some strange reason, you're unable to afford it, the Fast Wound Healing gene. Low Sleep - This significantly slows down rest fall rate to the point where the pawn can stay up for 250% as much time as normal before having to start resting, though rest effectiveness is not affected, meaning the pawn will still recover their rest bar at the same rate. Still, that's less need for sleep, which is great for not only productivity within the colony, but also for staying awake during long drawn-out assaults on the colony! Moreover, unlike the Never Sleep gene, this doesn't eliminate the chance of getting some lovin'. Fast Learner - With this gene, it won't matter if pawns end up being short on passions, such as when children are unable to reach growth tiers of 6 or higher, since these pawns would be able to learn fairly quickly even if they lacked any passions for the tasks they're performing. I'd even recommend this gene over any gene that improved various skills. Darkvision - This is a gene that should not be underrated at all, since it not only negates the need for lighting for bases, which is admittedly a trivial benefit, but far more importantly, it helps colonists fight and work in the dark more easily, even giving them an edge in combat against enemies that lack darkvision themselves. High Libido - This gene is essentially a way to make it easier for colonists to receive an easy mood buff from getting some lovin' for the cost of only 1 complexity and no metabolic efficiency costs, so despite what trivial benefits it provides, it gets the S tier IMO. Gene Implanter - This is a useful gene to have if you've designed one or more custom xenotypes that each contained other archite genes that you'd rather not want to spend archite capsules in order to install, yet you'd want to be able to turn a large amount of your colonists into any/all of those xenotypes. Archite Metabolism - At the cost of 6 complexity and 1 archite capsule, this gene greatly improves metabolic efficiency, allowing for pawns to be given some other beneficial genes, perhaps from the S, A, or B tiers above. Definitely worth getting for your gene banks whenever you can afford it, and definitely worth using alongside the Gene Implanter gene to cut down on archite usage.
Thought it was kinda weird that you included naked speed here since it increases metabolism. To me it seems more like a lesser version of the slow runner gene, where you can have your nudists or furskin types get a little boost out of combat but a little debuff when they need to put armor on for combat instead of being a full time slowpoke.
Well they ARE situational. They either save you the hassle of having to beeline some research / production, or give you more protective options in extreme climates. But yeah, those are more flavour and specific challenges. In safe and regular gameplay they do not have a lot of impact.
One thing I notice a lot in your gene tier lists is that you don't seam to take into account a gene's cost. Some genes offer a lot of value compared to their cost. Like for example, in my humble opinion the best anti-toxic gene is partial antitoxic lung. The reason is that it only costs 1 point of metabolic efficiency, yet it greatly diminishes the risks associated with pollution, lung rot, and toxgas. Furthermore, face masks also give 50% toxic environment resistance and they only cost 20 cloths to make, so together this gene + a facemask will make your pawn entirely immune to pollution, lung rot or tox gas. That's great value for sure. In the late game, when you get into power helmets, you can install an detoxifier lung or (now with the Anomaly DLC) give your pawn 2 fleshmass lungs to reach 100% tox env res. The total anti-toxic lung gene costs 3 metabolic efficiencies, so you are paying 3 times the cost of t he partial anti-toxic lung gene, meaning you are getting less value for your bucks than with partial one, not to mention that again 50% is often enough. As for the toxic immunity genes, they both cost 1 more met-efficiency than their toxenvres counterpart yet they don't protect against lung rot and they stack multiplicatively instead of additively with face masks, detox lungs and fless lungs. In my experience, lung rot is a bigger problem in general than venom attacks, so really these are triply worst. Another example would be the fertility gene. You put it on F tier, yet this gene is literally free. The thing is if you don't want to have babies, then sterile is much better since it gives a metabolic efficiency. You can also implent IUD to all your female pawns in a relationship below 50 years of age if you don't want kids right now but you want the option later, or just let them sleep in separate beds. Increase fertility doesn't just increase the chance of pregnancy during lovin' it also increases the chance of successfully implanting an embryo. Now don't get me wrong, if this gene had any metefficency cost, I would agree with your rating, it wouldn't be worth taking it for the small benefits it gives. But it's free, so why not take it? For male colonists, it's a bit less useful, but if you're trying to pop out babies then it can at least help with natural pregnancies. A lactating mother normally gets a 5% multiplier to her fertility, meaning it's very rare for her to get pregnant, but if both parents are that's 20% normal. Add high libido for both parents (which is also free) and check "try for a baby" and you now have 320% the pregnancy chances of a baseliner couple, all without spending a single point of metefficiency. Yet another example: the sleep genes. -4 metabolic efficiency for low sleep, -6 metabolic for no sleep: no sleep is literally the most expensive gene in the game. Now don't get me wrong, they are still useful, espetially in children who will maintain a higher learning if they are always awake. Plus, children aren't negatively impacted by by kill thirst and drug dependency genes so a temporary xenogerm made specifically for them with the intention of switching for something else when they turn 13 can have a lot of positive things in there. Still, for an adult, sleep genes are hardly worth their cost. Also, sleep can be beneficial for mood thanks to the comfort, lovin, room quality as well as the mood bonus from the sleep accelerated and slap bed prefered precepts. Sleep is also a good time for your pollution stimulus pawns to renew their bonus. And you can greatly reduce the amount of sleep a pawn needs with a masterwork/legendary bed and some and a sleep accelerator. Pawns heal faster when sleeping and gain immunity faster. Furthermore, there are other ways to remove a pawn's sleeping needs: void touched, body mastery, ghoul, sleep suppressor, circadian half-cycler (The consciousness cost is perfectly cancelled by psychic bond), all of which can be combined with the very sleepy gene for a total value of +10 metefficiency compared to taking the no sleep gene. Or how about the psychic bond trait? You mentioned that a bonded pawn dies, their partner goes in a mental break, but that's not true. The partner actually gets a -30 mood debuff which can be canceled by the counsel ability. So really, that's a relatively small price to pay compared to the huge benefits:+12 mood which is better than +10 from very happy, +15 consciousness, 1/2 pain and +10% psychic sensitivity. As mentionned earlier, you can sacrifice the consciousness bonus with a half-cycler to get the effect of no sleep whilst actually taking very sleepy. It also combines well with increased pain and robust, for a pawn that will go in pain shock exactly as quickly as a baseliner, but with less body damage, meaning you basically have the effect of robust for free. Combined with very unhappy, you still have +2 mood, yet you free up 5 metabolic efficiency. So in other words, a pawn with psychic bond, very sleepy, a circadian half-cycler, increased pain and robust will be better than a baseliner in almost every ways, but with a total of 13 free metabolic efficiency. Yet another exemple: the kind instinct gene. You put it in C tier, yet it can creates some awsome combos. In your negative trait tier list, you put hyperagressive very low because of the high risks of social fights, but if everyone in your colony has the kind instinct gene then your pawns will never insult eachother. If you combine hyperaggressive, very ugly and kind instinct together, you get a total of +4 metefficiency whilst removing most of the negative effects. It also disables the insulting spree mental break, which is by far the worst minor mental breaks. Since no minor mental break is violent, hyperaggressive + kind actually makes minor breaks less harmful overall. Major and extreme mental breaks can be mitigated by also taking the increased pain gene (also +2 metefficiency). Furthermore, no insult and occasional compliments is great for moods. Yet another good combo: the non-senescent gene + nuclear stomach. The main side effect of a nuclear stomach is that it occasionally causes cancer, but non-senescent prevents cancer even from non-age causes. The 25% hunger multiplier from nuclear stomach is HUGE. A pawn with -5 metefficiency and a nuclear stomach will still only eat 56.25% as much as a baseliner, less than a pawn with +4 metessentially, you get the equivalent of +9 metefficiency for the cost of an archite capsule and a single bionic organ. And of course, you pawn will still be immune to a bunch of other conditions, making aging less harmful. They are immune to heart attacks so wakeup is less dangerous. They are immune to dementia and cancer, so toxic buildup is much less dangerous.
I would put Senesence a tier or two higher, since in my testing it works against all sources of those chronic illnesses. This can be useful with other things than aging, like nuclear stomachs or toxic buildup which can both give carcinomas.
Honestly dead calm and kindness are a B tier for me, 1 cost for no tantrums breaking all your components or beserk causing them to ruin all their relationships by beating up other colonists. kindness makes them get no social debuff for ugly pawns, very unattractive means all pawns get a -30 social debuff towards the ugly pawn but kindness negates that. if you take all 3 you stay metabolic neutral.
2 nitpicks, but others have already mentioned it. 1. You do not seem to take the cost into account (metabolic efficiency, capacity and arcnite requirements), at least for most traits. The question if a trait is worth it for its metabolic cost basically never comes up. 2. Naked Speed is actually a negative trait (+2 efficiency) and for that its imo quite good especially for nudists or combined with furskin because if you micromanage your pawns to only equip armor when a raid happens you get a bonus out of it most of the time. I am also not sure if the partial tox genes are all that useful. How often do you get into situations where you get just enough tox exposure that the partual resistance will save you? Most tox effects are either quite short term so that you hardly need the tox resistance or rather long term so the partial resistence just delays the inevitable and you still have to take the normal precautions.
@@ixal9089 He said it though, that he's just ranking the efficiency of the positive genes, not their cost. A trait can be worth its cost or not depending on what you want to do with it. And he was just there to explain what it does and how good it is at it, so you can decide what part to add better.
Wait, so you're gonna change me, the monkers and the little militors into S-tier for resubscribing ? :D Also, you might as well rename F-Tier into roleplay tier ^ ^ Got to move some stuff from D-tier down there as well. Oh and kids getting into a social fight can kill each other with the 150% Melee Damage, as child bodyparts have less HP. Might need some adjustments / patching for the chances of social fights or how kids do social fights lol Or maybe that is simply the risk of growing up on a Rimworld with Yttakin (?) and Hussars lol
I have trouble understanding the difference between total antitoxic lungs vs tox immunity. What even is there, except acid spray or like... venom fangs
I cannot prove this empirically but as someone who has run numerous, and I mean numerous overpowered colonies where everyone and their children had the deathless gene, I Feel like it's a bit trigger-happy
I would've put fire spew to A tier. Great ability against most enemies as not only does it deal DoT, it also causes them to not attack a pawn, and it's AoE meaning it can damage multiple enemies. It's only useless against mechanoids
But you need to be close to make it valuable wich rarely happen, and there are lots of way/weapons that can do the same. Plus, you're gonna use it most of the time on your map, wich means that you're gonna have a lot of giant fires to take care off, losing all your colony precious time. I think its only good against tribu or insects, but I mean, you could just have a flamethrower and it would be even better.
@@jeanmarc6517 the close thing is sorta redundent, early game it will pay off consistantly, mid to late game you can get jump packs, psychic powers, the long jump gene, good shields, ect ect ect MANY things taht let you close the distence and still make great use of it, hell you can even just set up your base so you can on demand open a door and hose down the raiders defense position in fire, used right its a absolutely terrorfyingly powerfull gene, as its dirt cheap for what you can get out of it, it is totally useless against mechanoids, which are arguebly the strongest threat in the game late game, but as there countered by emps and other such shinanigans its not 2 big a deal so long as there properly prepared for as well
@@jaycobhughes3932 thats the thing, when youre at the end of the game, there are much better thing you can do rather than going straight head on the ennemy. And on the early game, using it near your base can be devastating if you still dont have enough workforce to get rid of the fire. I think its effect are strongly overrated, especially knowing that raiders now have portable firefoam, wich can just downright make your fire impossible to use. I think just having one or two guys with a flamethrower or Phoenix armour to counter insects is just enough. Another thing is, to have this perk, you need either to have impids, wich are probably the worst specie of the game and only good against your own vamp, or you need to make a custom specie, meaning youll have to put this gene instead of others and/or add a negative gene just for it, wich in this case doesnt make it valuable, just for 3/4 guys not fighting for 10 sec max.
Yea I thought that was very iffy as well. It is capable of duplicating archite genes without using any capsules. It is very late game though and is kind of useless till you have a good collection of genes.
2 important things my friend.1 Tails are S tier because they give your colonists tails. 2 you forgot the drug addiction immunities and skill increases. I get there are too many but you could of done them all as one.
Scarless can heal all scars, including brain damage, so no pawn taking 9 damage to the brain and becoming uselsss.
Thats just overpowered,for half a year that is a good trade off
Or you could supply them with luciferium... so yeah... depends
@@trickygamer9563 I don't think he was also considering their costs, this being the archite gene, unavailable unless looted, bought or awarded, extremely rare and no you can't get them from extracting vampire genes
@Pinguin i can agree on that part. But i will pay of in mid/late game. Your best colonists will get some bad scars during their time in the rim. So if I were lucky enough to get it in a trade, I would buy it.If not now i could use it later
can't you just fix scars with a bio sculpting pod?
Other note on tails is that they seem to be a extra part to hit so it causes you to take more damage for explosions if they work as a body part
Good point
I think this is now not the case, the wiki has a note:
"Note: Does not add a targetable or damageable body part"
I feel that you neglected costs of trates (mainly hunger rate)
Yeah he did
i think its important to separate the cost and factor it after
My thought halfway through too
Eh it doesn’t matter that much
As I said at the start this is a fast ranking video, if I were talking about the costs and complexities it would be double in length. Also I don't consider increased food consumption to be an actual problem in the game, so don't really care that much about the costs.
Nonsenescent is great for adding nuclear stomach with no downsides.
My plan has been revised.
First I'll make a xenogerm of deathless, tough, smart pawns. Archite Metabolism should see to it. Fast learner, fast healer, perfect immunity, toughness, no flinching, fire resistance.
And then later I'll add the Sanguiphage nonsense as well as psychic stuff.
The perk for no age disease also cancells cancer. That means you can go ham on nuclear stomach and remove food debaff from other genes (not to mention no food posoning) . Thats basically a better version of ageless (unless age does other things besides causing desease on old pawn)
Anti toxic lungs ignores rot gas (so very usefull for animal packs that rot on death) . Also , rot gas seems to be very common on raids now (unlike acid spray).
I generally don't put Never Sleep on my adult pawns as sleep is really useful to keep mood at a high level. However, it is very powerful for children if you are aiming for max growth tier because learning decreases even during sleep and it's easier to keep it high at all times when they don't have to sleep. I generally just set their schedules to 24h recreation so they will automatically switch to learning once the bar hits below 90%. In between 90-100%, they will automatically work on stuffs like hauling.
Yeah, with never sleep pawns won't get comfort from sleeping and there's no lovin' (and thus also no kids) unless you micromanage medical rests in double beds. I rate low sleep up there in s, never sleep in b or c tier.
I wonder if you can overwrite the 'never sleep' gene.
@@JoshSweetvale It looks like low sleep overrides never sleep (at least on geneline creation, with both of them selected), so I'd guess xenogerming that in would work too.
Niiiice.
Beats my plan of feeding the kid large amounts of wake-up.
Still, if you're a Waster :D
I think that you forgot about the metabolic costs, because very fast runner requires the absurd amount of 5, forcing you to give him a few negative stuff if you don't want your colonist to consume the double, and similar stuff whit other traits
Looking at this, Happiness and Speed are always good.
Reduced Pain + Deathless is obvious; yes, your pawns can overstretch, but they'll be fiiine. Maybe add rapid healer, maybe put points somewhere else if you have good enough meditech.
The Leap reposition is excellent utility.
I now want to make an endgame colony of psychic, deathless cyborg lunatics with +50% melee and Persona Weapons who leap into battle, supported by rifle mechs.
Sure, some will fall, but they will be fully recovered by the time the next crisis rolls around!
Second glance: Replace Reduced Pain with Go-juice Dependency.
And you can skip fast coagulation, there's an implant for that, and the pigman coagulation is _so_ fast, you can't treat wounds.
Dead calm + bloodlust is a great combo, especially if you happen to have it on a pawn with psychic harmonizer. I've been using one as a mood booster for my whole colony, so they don't get chronic depression for eating without a table.
Super fast healing is SO powerful. Especially when combined with the clotting trait. I've often had a pawn with both just completely recover from moderate intensity fights before I even finish looting the raiders.
Never sleep has one downside - they won't get bonuses from loving (and comfort could potentially be more difficult to maintain), but still an awesome gene.
Non-senescent negates the downside of nuclear stomach, I believe, but haven't tested it. Very niche use, but still.
Non scenescent does infact negate nuclear stomach
non-senescent and nuclear stomache does work, allowing you to use it without a downside (besides emp makeing you vomit,) combine a low metabolic rate pawn (+plus 5 points) and a nuclear stomach and there hunger rate is reduced to a whopping 12,5%, or eating nearly ten times less then other pawns, its insane
Wow, nice! Well, food is rarely a problem by the time you can afford this, but it's a very neat thing to go for. Probably nice for long range caravans.
@@gogudelagaze1585 it’s mainly a neat thing to go for if you happen to find a nuke stomach early on a custom gene line you created, one pawn eating once every five days or so saves them a ton of time fetching food or actually eating
You are wrong with Archnite Metabolism. It is 100% S tier. You should always try to use it if you can spare the Caps for it.
The reason is simple. It is a gene that allow for more positive genes by lowering your food requirement. You can add good genes, or you can simply choose to have food discount. Imagine having -50% food and then add a -25% reprocessor stomach. They bearly needs to eat, which saves resources and time.
Firefoam in C?
Well, I think it's A and here's why:
It saves your panicking pawns when they're on fire
If your pawn gets set on fire it will save their life so they get put out instead of running out of cover and dying, it's quite redundant when combined with fireproof though, so I'd put it high B, Low A
Beauty can be very good actually. If you run a polyamory colony where all you colonists have a beauty of +2, everyone starts hooking up with everyone else which eventually leads to an insane number of weddings. Your whole colony's mood will be continuously improved by those weddings. In addition, if in the same polycule, then everyone can share the same room, which means you can really save space.
That's very situational doe, outside of that, is a bunch of debuffs. Making your pawns mood lower. I think D tier is fine
Then one of them dies and everyone else starts having mental breaks over and over.
Insane number of weddings is not something I consider a good thing in RimWorld
@@martinwilches6583
That’s not situational no. This strategy can be used effectively with pretty much any colony.
@@Tamizushi you said it was super effective when you ran a polyamorous colony. Most colonies aren't.
I know nothing about rimworld, I just love your ranking vids
I must admit, this is very surprising to me. Can you elaborate more?
@@KokoplaysMB The way you explain the reasoning for the ranking is convincing, and what makes me love your ranking vids more is the fact that they made me discover your channel, specifically the project zomboid negative traits one.
That’s a fantastic pfp
I find firefoam quite good if you are a vampire and have a worker pawn than can use it. It coats you in firefoam which is useful for impid raids.
Robust+superclotting+reduced pain= a pawn that simply cannot be stopped. You might lose a few bits here and there but it's nothing a prosthetic can't fix. And hey, gotta find a use for all that medicine you would've used to tend wounds if they didn't tend themselves
non scenesczent is broken if conbine with cell instability and nuclear stomach (free efficiency and low food consuption)
Strong Melee not S tier? Opinion discarded. /s
But seriously, it's incredibly powerful. It's not just a DPS buff. Because it affects base damage it also makes body part destruction kills WAY more common AND bumps up their AP. You can turn Melee pawns in gods with all DLC options they have now.
Strong meele + 20 meele skill + persona monosword = merely touching the enemy results in them losing two arms
This would be my personal ranking on each of the genes that provide various bonuses, often at the cost of metabolic efficiency, taking into account what they offer, how often those benefits would play out, how much of an impact those benefits would have when they're relevant, how big of a cost in metabolic efficiency they would impose, and whether or not those benefits would, overall, be worth the costs in metabolic efficiency.
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For the F tier, I'd reserve strictly for genes that I feel tend to do more harm than good, almost universally so, which include the following:
Naked Speed
- For the promise of +0.2 movement while naked, at the cost of -0.1 movement while clothed as a trade-off, this seems to me like it'd be more harm than good, since more likely than not, your pawns will need clothing of some sort, not only to protect their body parts while under attack, but also to protect themselves from a climate that's too hot or too cold for their ability to tolerate. Heck, even as a gene to be taken in exchange for better metabolic efficiency, there are better choices out there, such as Deathrest, Cold/Heat Weakness, Hyper-Aggressive, Extra Pain, and Minor/Major Cell Instability to name a few.
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For the D tier, I'd reserve strictly for genes that either seem pointless to have, perhaps to the point where I'd consider them to be a drain on metabolic efficiency for what minimal benefits they provide, but not necessarily detrimental, and can often be ignored (much like with cosmetic genes), or are oftentimes more harm than good to have, unless used in specific builds, which would include the following:
Fire Spray
- Sure, being able to set fire to enemies can be handy for keeping them from engaging your pawns in combat, but the presence of flammables like grass or wood can quickly cause things to become messy, which easily makes this a double-edged sword to use in battle. Although this could be used outside of battle to dispose of corpses, tainted apparel, or other unwanted wealth-creating junk, or to start fires within a wood-fueled burnbox to cook enemies alive, so could some easily-acquirable molotovs, making this gene seem more like a waste of metabolic efficiency.
Strong Immunity
- This is, IMO, a gene that players should shamefully only want to give to their pawns if they suck at preventing and/or treating infections. Nuff said.
Superclotting
- Sure, your pawns won't be as much risk of bleeding out as they would be normally with this gene, but you'd need to be quite poor at keeping your pawns from taking enough damage that they'd be at risk of bleeding out quickly, not only by failing to manipulate battles to make sustaining damage less likely for your pawns, but even by failing to give them better armor, if you seriously need this gene. Even some basic self-tending without medicine can make this gene seem very redundant and pointless to have.
Psy-Sensitive, Super Psy-Sensitive
- Make no mistake, these genes CAN be quite good to get for your psycasters. However, for pawns that are lacking in psychic powers, and/or don't use their psychic powers often, these genes are, unfortunately, far more of a liability than an asset, since not only do they greatly waste metabolic efficiency, but they make them more vulnerable to psychic drones. Definitely reserve this for use as a xenogene that should be implanted sparingly.
Cold Tolerance, Cold Super-Tolerance, Heat Tolerance, Heat Super-Tolerance, Furskin, Furry Tail
- All of these genes are often unnecessary to have, since clothing like parkas and dusters, along with base heating/cooling, more often than not turns these genes into redundant wastes of complexity and metabolic efficiency, with the furskin and furry tail seeing more value as metabolically-pricey cosmetic genes, especially for furries.
Edit: Moved Fire Resistance from D tier to C tier.
Dead Calm
- A gene that prevents social fights and mental breaks from becoming violent is IMO a pointless gene to have for even its meagre metabolic cost. In fact, I believe that anyone who's seriously considering this gene is either having serious problems with managing colonist moods or is too afraid of violent mental breaks than they should be. After all, there are some non-violent mental breaks that I'd personally wouldn't want to have, like, say, colonists fleeing the map, colonists turning wild, colonists suffering from catatonic breakdowns, or even colonists wandering in a daze, over even violent mental breaks, like, say, berserk, morderous rage, animal slaughtering, tantrums, or insulting sprees. At least the violent pawns still often have the sense to fight against enemies that are attacking the colony.
Strong Melee Damage
- While useful to have for melee-oriented pawns, most combat is typically focused on ranged combat, especially as the colony grows in colonist count, and as killboxes are created, modified, developed, and evolved, so this gene should be kept as a xenogene to add to specific pawns. Even so, one can expect social fights to be just that more dangerous if they involve pawns with this gene.
Fertile
- Depending on whether or not you'd like for your female colonists to get pregnant, this gene may be of beneficial or detrimental use for them, for the low cost of no metabolic efficiency costs, and a single point of complexity, so this gene appears here in D tier.
Strong Stomach
- This gene's benefits are easily made pointless with safe food preparation, including either a decently-skilled cook, or a nutrient paste dispenser. Nuff said.
Robust Digestion
- See the Strong Stomach gene above.
Drug Addiction Resistance (All), Drug Addicttion Immunity (All)
- Drug addictions, even concerning hard drugs like Yayo, Wake-Up, and Go-Juice, are generally not problematic to deal with, and can instead be tolerated and left alone, especially if players were already planning on using the drugs on a routine basis for the purposes of increasing colony productivity. Besides, there are worse things that can happen with drug use, such as drug tolerance and overdosing.
Non-Senescent
- Archite genes are expensive to install without the Gene Implanter gene, and sadly, the benefits of this gene are miniscule for the costs associated with implanting it on a pawn, and can be made redundant with the use of biosculpting pods for healing conditions and age reversal.
Ageless
- See the Non-Senescent gene above.
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For the C tier, I'd reserve strictly for genes that I'd consider to be beneficial overall, but are either underwhelming for the benefits that they offer, or are considered double-edged swords for the good and bad things that can result from their presence unless careful with their use and/or mitigated in other ways. These would include the following genes:
Acid Spray
- Although the idea of debuffing and gradually inflicting enemies with damage over time, especially in a manner that wouldn't cause them to run around on fire, seems tempting, keep in mind that similar results could be gotten with toxic grenades or toxbomb launchers, so this ability might not be worth actively seeking out for its metabolic cost.
Animal Warcall
- Although this gene provides players with the opportunity to cause nearby animals, particularly bulky animals like bears, rhinos, elephants, megasloths, or thrumboes, to turn hostile towards the player faction's enemies, and to also save on the effort of hunting the animal down for meat and leather, especially when used en-masse, keep in mind that, like with Psychic Animal Pulsers, the effectiveness of this ability declines as the game progresses, with bigger raids containing more dangerous enemies. Best used for the early game, when colonies have few pawns and defenses.
Piercing Spine
- Although the single-target damage could help with taking down enemies more quickly, unfortunately, the short range of the attack means that this ability would most likely see its best utility in close-quarters situations, such as within a killbox designed for melee-blocking, which could instead be supported by pawns armed with grenades that are just as devastating to enemies, if not more so.
Super Immunity
- Like with the Strong Immunity gene at D Tier, you only really need this gene if you shamefully suck at preventing and/or treating infections. However, to this gene's credit, it stays out of D tier for how it also speeds up immunity gain speed, and thus, recovery time from the flu, malaria, plague, and sleeping sickness, all for the cost of just one additional point of metabolic efficiency over the Strong Immunity gene.
Fire Resistance (Edit: Moved from D tier to C tier)
- If you're managing your fights against enemies with incendiary weapons well, then theoretically, you shouldn't need this gene at all. Heck, even if you weren't managing them well, it's rare for fire damage to occur towards colonists, so this gene would've ended up being largely pointless to have... which was what I would've said earlier while I wasn't aware that Tesserons, with their fire-starting lasers, had existed.
Psychic Bonding
- Although this provides a mood and consciousness buff that can easily rival the buffs provided by many A and even S Tier genes further below, what keeps this gene in C tier is the baggage that comes with the gene, and is why Highmates, in lore, are so controversial to have in various societies. For starters, any pawns that are romanced by the carrier of this gene will be guaranteed to become the carrier's lover, which is usually beneficial, but can also cause social problems, such as if the recipient just so happened to have already been married to someone else. Moreover, if the gene carrier and the lover are separated for too long, or if one or the other dies, then bad things are sure to happen. Needless to say, use this gene with caution.
Partial Antitoxic Lungs, Total Antitoxic Lungs, Partial Toxin Immunity, Total Toxin Immunity
- All of these genes would likely be beneficial to have in polluted environments and toxic fallout, along with dealing with toxic gas used by enemy wasters, but smart colony planning, along with smart combat management against wasters, and also perhaps some face masks or gas masks, can often make toxins, pollution, toxic fallout, and toxic gas all a non-issue without this gene anyways, potentially making these kinds of genes into a sort of metabolic dead weight.
Reduced Pain
- Although this can help keep colonists in the fight without needing to use pain-stopping drugs like Go-Juice, like with using Go-Juice or installing a Painstopper implant, the reduced pain can still be a dangerous double-edged sword, since pawns could end up taking damage that would not only easily kill them if left unattended, but it also runs the risk of the pawns dying instantly.
Pollution Stimulus
- With the right base setup, with much of the work area deliberately polluted, and with either the right genes to synergize with this gene, such as Total Antitoxic Lungs, or the right equipment, such as a gas mask, polluted terrain can be turned from a hazard into a large boon in movement, and a small boon in consciousness. Even with this gene, however, you should still be careful to not let your pollution spread to your crop fields and animal pens though.
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For the B tier, I'd reserve strictly for genes that I'd consider to be nice and beneficial to have overall, but might not be good enough to be chosen over other beneficial genes unless specific builds (such as a melee-focused build) could really get much more mileage out of them. They would include the following:
Fast Runner, Jogger
- Although extra movement is quite useful to have for not only the added productivity from hauling, but also for repositioning in combat, unfortunately, the metabolic costs associated with these genes make them borderline too costly for what they provide, but only just borderline, and the benefits from this gene can be substituted with bionics and/or drugs. Still, either gene shouldn't be discounted if you just so happen to have alot of metabolic efficiency points to spend, and are looking to make your pawns faster in order to make them better at productivity and/or combat.
Optimist, Sanguine
- Although the mood buffs provided by the traits automatically added by both genes can help offset other mood debuffs, possibly from other genes like Intense UV Sensitivity for example, I could see these genes being passed over in favor of other, more desirable genes if the player is already good enough at managing colonists' moods.
Pretty, Beautiful
- A good 1st impression helps not only with reducing the odds of social fights breaking out, but also with getting colonists to hook up with eachother and become lovers. However, other genes might be worth getting more so than this, such as the Kind gene for example.
Never Sleep
- Although the complete and total lack of any need for your pawns to spend time sleeping seems tempting for improving productivity, keep in mind that pawns normally require about 7 hours per 24-hour-long day to rest in a normal-quality bed, and this improves to about 6 hours with a Circadian Assistant, while the Low Sleep gene improves it to less than 3 hours. Moreover, removing a pawn's need for sleep also prevents the pawn from getting any lovin' with any partners they might have, which might be an undesirable side-effect for your colonists with this gene.
Robust
- Although the -25% damage taken is useful for making your pawns survivable in combat, I wouldn't put this into a higher tier simply because I value offensive buffs, such as Great Shooting, more than defensive buffs, which only matter if the enemy can actually deal damage to the colonists.
Strong Aptitude (All), Great Aptitude (All)
- Any one of these genes would be great to add to your colonists to either make up for some skills that are lacking in the colony, or to further improve upon the skills of the colony's more specialized colonists. Of these aptitudes, Great Shooting is probably the most likely aptitude gene to be the most desired, since skilled marksmen are probably the most highly sought-after pawns in these harsh war-torn Rimworlds. On the flip side, I could see Great Artistic being the least desired aptitude gene, since artists are typically in low demand, with their skillset only being needed for just 1 or 2 pawns in an entire late-game colony, where after they've beautified the place up, they could work on selling their art for a hefty profit, and not-so-easy to afford from the early-game to mid-game, where stabilizing the colony is of greater importance.
Perfect Immunity
- Although it eliminates the need to acquire and use penoxycyline to keep this pawn from developing any of the chronic diseases that would all require tending with medicine, and sap productivity and combat performance out of the colony as a whole, penoxycyline isn't exactly an expensive drug to mass-produce and take every 5 or 6 days, so players may opt to hold off on purchasing this gene, plus archites, unless they'd like to wean the colony off of penoxycyline, or if they're tired of constant infections, themselves a rarity if prevented and treated competently with a skilled doctor or 3, among the colonists.
Scarless
- For the costs associated with implanting this gene into one or more of your pawns, the ability to heal scars, especially those within organs such as the brain, is a nice boon that can make Luciferium and Healer Mech Serums less vital to use for these same purposes, though Biosculting Pods can perform the same services as this gene, so players may opt to hold off on purchasing it, especially compared to the other Archite genes found within the higher tiers.
Deathless
- Although this gene could save lives, or at least save the effort of needing to use a resurrector mech serum, you'd only really see the benefit of this gene if any of the colonists that possess this gene were to sustain a fatal blow, such as the loss of the heart, lungs, kidneys, stomach, and/or liver. It won't protect against the loss of the brain though. Overall, while nice to have, this gene shouldn't be a high priority to acquire and install, and there are better things to purchase, whether its doomsdays, psychic shock/insanity lances, or even plain old bionics.
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(...Continued from 1st reply.)
For the A tier, I'd reserve strictly for genes that are quite beneficial to have, and should strongly be considered whenever there's some spare metabolic efficiency that could be played around with. These would include the following genes:
Foam Spray
- The ability to quickly put out fires in an instant without needing to use firefoam poppers, firefoam pop packs, firefoam turrets, or other firefoam-spewing devices, or the waterskip psycast, can be quite the godsend when fighting enemies that are carrying incendiary weapons on the field, whether it's Centipede Burners, Scorchers, Tesserons, Diabolus, or fire-breathing Impids to name a few.
Bloodfeeder
- This gene will save your pawns some medicine that would've been spent on extracting hemogen to keep your hemogenic pawns supplied with hemogen. Highly recommended.
Kind
- Whereas the Optimist and Sanguine traits provided by their respectively-named genes can help keep individual pawns from mental breaks, the Kind trait that this gene automatically applies to pawns that possess it can help keep other pawns from receiving mental breaks by preventing them from insulting others, and offering kind words, which gives the recipient a mood bonus.
Smooth Tail, Elongated Fingers
- If ever there was a gene that you should consider grabbing for the cost of just one point in metabolic efficiency, then it'd be either of these genes, or both if you have 2 points to spend instead. Although the additional manipulation past 100% won't necessarily help with combat unless the pawn was already missing a finger or 2, it can help out quite a bit with most other skills, and is thus quite the useful couple genes to have if you want to boost productivity, since manipulation affects just so many countless jobs.
Unstoppable
- With this gene, your pawns will not be slowed down by enemy attacks that manage to land their marks on colonists, whether it's an accurate shot from an enemy sniper, or an enemy Scyther that's hot on your pawn's heels. While not quite worthy of S tier, it's been placed a tier above the Fast Runner and Very Fast Runner genes for its ability to keep pawns from being slowed down as easily by some lucky shots from enemies.
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Finally, for the S tier, I'd reserve strictly for genes that are so good, that I'd consider worth getting for ANY colonist, whenever possible, regardless of their cost, and even at the expense of having to leave out other good genes in the A tier and lower if need be. The following genes are just that good to have IMO:
Coagulate
- If you ever want to give your hemogenic pawns some bonus abilities that cost hemogen to use, then this would be the very 1st ability that should be granted to them. Being able to patch up injured pawns, whether colonists or prisoners, in an instant not only saves on medicine at the cost of some easily-substitutable hemogen, but also time, to the point where lives could be saved by it before they succumb to blood loss.
Long Jump Legs
- Much like with jump packs and the skip psycast, this ability can allow your pawns to quickly move in and out of enemy range, such as when jumping close to a horde of enemies, firing off a doomsday, then jumping out before the enemies can return fire. Another must-have gene for hemogenic colonists.
Fast Wound Healing, Superfast Wound Healing
- Being able to get pawns back into fighting shape very quickly is such a game-changer, especially for the late-game, when raids become very frequent during the end-game, when you're trying to protect the ship while it's starting up, or the Stellarch while he/she is paying a visit, that I'd seriously recommend taking either the Superfast Wound Healing gene, or, if, for some strange reason, you're unable to afford it, the Fast Wound Healing gene.
Low Sleep
- This significantly slows down rest fall rate to the point where the pawn can stay up for 250% as much time as normal before having to start resting, though rest effectiveness is not affected, meaning the pawn will still recover their rest bar at the same rate. Still, that's less need for sleep, which is great for not only productivity within the colony, but also for staying awake during long drawn-out assaults on the colony! Moreover, unlike the Never Sleep gene, this doesn't eliminate the chance of getting some lovin'.
Fast Learner
- With this gene, it won't matter if pawns end up being short on passions, such as when children are unable to reach growth tiers of 6 or higher, since these pawns would be able to learn fairly quickly even if they lacked any passions for the tasks they're performing. I'd even recommend this gene over any gene that improved various skills.
Darkvision
- This is a gene that should not be underrated at all, since it not only negates the need for lighting for bases, which is admittedly a trivial benefit, but far more importantly, it helps colonists fight and work in the dark more easily, even giving them an edge in combat against enemies that lack darkvision themselves.
High Libido
- This gene is essentially a way to make it easier for colonists to receive an easy mood buff from getting some lovin' for the cost of only 1 complexity and no metabolic efficiency costs, so despite what trivial benefits it provides, it gets the S tier IMO.
Gene Implanter
- This is a useful gene to have if you've designed one or more custom xenotypes that each contained other archite genes that you'd rather not want to spend archite capsules in order to install, yet you'd want to be able to turn a large amount of your colonists into any/all of those xenotypes.
Archite Metabolism
- At the cost of 6 complexity and 1 archite capsule, this gene greatly improves metabolic efficiency, allowing for pawns to be given some other beneficial genes, perhaps from the S, A, or B tiers above. Definitely worth getting for your gene banks whenever you can afford it, and definitely worth using alongside the Gene Implanter gene to cut down on archite usage.
enough gene rating, time for the durability test
💀
Really cool! I haven't seen all these genes yet. Well played!
Thanks for watching!
Thought it was kinda weird that you included naked speed here since it increases metabolism. To me it seems more like a lesser version of the slow runner gene, where you can have your nudists or furskin types get a little boost out of combat but a little debuff when they need to put armor on for combat instead of being a full time slowpoke.
Kind instinct trait can easily cause breakups since it forces "kind" which ignores pawn beauty disposition increase.
had been waiting for this
Traits that do things which can easily be done by _clothes_ and _guns_ and _homes_ are next to useless.
Well they ARE situational. They either save you the hassle of having to beeline some research / production, or give you more protective options in extreme climates.
But yeah, those are more flavour and specific challenges. In safe and regular gameplay they do not have a lot of impact.
@@JoshSweetvale useless for some playstyles but not all
robust and unstopable genes plus tough trait will definitely make your pawn almost invincible (unless if it got hit right on the heart or brain)
True
@Valen??? True, pair ot with super fast regeneration, good combat traits and smth like bad at art to make them into near immortal supersoldiers
The reason why bad at art is so they arent in the dining room eating all the time
Now make a colonist with all of them,give it some good armor and a weapon,and go do a little trolling😁
You could also give them all of the psycasts abilities with mods. And dont forget to make them mechanitors too, all those mechs will be usefull
Hunger rate gonna go crazy
That would be fun
@@Galaer-pv3ot what are you.talking about
Pollution stimulus at maximum has
Moving x120% and Consciousness +5%
if you have the royalty dlc the anti seneszenz and deathless gene is god tier when you think about the stuff you can combine it with
One thing I notice a lot in your gene tier lists is that you don't seam to take into account a gene's cost. Some genes offer a lot of value compared to their cost.
Like for example, in my humble opinion the best anti-toxic gene is partial antitoxic lung. The reason is that it only costs 1 point of metabolic efficiency, yet it greatly diminishes the risks associated with pollution, lung rot, and toxgas. Furthermore, face masks also give 50% toxic environment resistance and they only cost 20 cloths to make, so together this gene + a facemask will make your pawn entirely immune to pollution, lung rot or tox gas. That's great value for sure. In the late game, when you get into power helmets, you can install an detoxifier lung or (now with the Anomaly DLC) give your pawn 2 fleshmass lungs to reach 100% tox env res. The total anti-toxic lung gene costs 3 metabolic efficiencies, so you are paying 3 times the cost of t he partial anti-toxic lung gene, meaning you are getting less value for your bucks than with partial one, not to mention that again 50% is often enough. As for the toxic immunity genes, they both cost 1 more met-efficiency than their toxenvres counterpart yet they don't protect against lung rot and they stack multiplicatively instead of additively with face masks, detox lungs and fless lungs. In my experience, lung rot is a bigger problem in general than venom attacks, so really these are triply worst.
Another example would be the fertility gene. You put it on F tier, yet this gene is literally free. The thing is if you don't want to have babies, then sterile is much better since it gives a metabolic efficiency. You can also implent IUD to all your female pawns in a relationship below 50 years of age if you don't want kids right now but you want the option later, or just let them sleep in separate beds. Increase fertility doesn't just increase the chance of pregnancy during lovin' it also increases the chance of successfully implanting an embryo. Now don't get me wrong, if this gene had any metefficency cost, I would agree with your rating, it wouldn't be worth taking it for the small benefits it gives. But it's free, so why not take it? For male colonists, it's a bit less useful, but if you're trying to pop out babies then it can at least help with natural pregnancies. A lactating mother normally gets a 5% multiplier to her fertility, meaning it's very rare for her to get pregnant, but if both parents are that's 20% normal. Add high libido for both parents (which is also free) and check "try for a baby" and you now have 320% the pregnancy chances of a baseliner couple, all without spending a single point of metefficiency.
Yet another example: the sleep genes. -4 metabolic efficiency for low sleep, -6 metabolic for no sleep: no sleep is literally the most expensive gene in the game. Now don't get me wrong, they are still useful, espetially in children who will maintain a higher learning if they are always awake. Plus, children aren't negatively impacted by by kill thirst and drug dependency genes so a temporary xenogerm made specifically for them with the intention of switching for something else when they turn 13 can have a lot of positive things in there. Still, for an adult, sleep genes are hardly worth their cost. Also, sleep can be beneficial for mood thanks to the comfort, lovin, room quality as well as the mood bonus from the sleep accelerated and slap bed prefered precepts. Sleep is also a good time for your pollution stimulus pawns to renew their bonus. And you can greatly reduce the amount of sleep a pawn needs with a masterwork/legendary bed and some and a sleep accelerator. Pawns heal faster when sleeping and gain immunity faster. Furthermore, there are other ways to remove a pawn's sleeping needs: void touched, body mastery, ghoul, sleep suppressor, circadian half-cycler (The consciousness cost is perfectly cancelled by psychic bond), all of which can be combined with the very sleepy gene for a total value of +10 metefficiency compared to taking the no sleep gene.
Or how about the psychic bond trait? You mentioned that a bonded pawn dies, their partner goes in a mental break, but that's not true. The partner actually gets a -30 mood debuff which can be canceled by the counsel ability. So really, that's a relatively small price to pay compared to the huge benefits:+12 mood which is better than +10 from very happy, +15 consciousness, 1/2 pain and +10% psychic sensitivity. As mentionned earlier, you can sacrifice the consciousness bonus with a half-cycler to get the effect of no sleep whilst actually taking very sleepy. It also combines well with increased pain and robust, for a pawn that will go in pain shock exactly as quickly as a baseliner, but with less body damage, meaning you basically have the effect of robust for free. Combined with very unhappy, you still have +2 mood, yet you free up 5 metabolic efficiency. So in other words, a pawn with psychic bond, very sleepy, a circadian half-cycler, increased pain and robust will be better than a baseliner in almost every ways, but with a total of 13 free metabolic efficiency.
Yet another exemple: the kind instinct gene. You put it in C tier, yet it can creates some awsome combos. In your negative trait tier list, you put hyperagressive very low because of the high risks of social fights, but if everyone in your colony has the kind instinct gene then your pawns will never insult eachother. If you combine hyperaggressive, very ugly and kind instinct together, you get a total of +4 metefficiency whilst removing most of the negative effects. It also disables the insulting spree mental break, which is by far the worst minor mental breaks. Since no minor mental break is violent, hyperaggressive + kind actually makes minor breaks less harmful overall. Major and extreme mental breaks can be mitigated by also taking the increased pain gene (also +2 metefficiency). Furthermore, no insult and occasional compliments is great for moods.
Yet another good combo: the non-senescent gene + nuclear stomach. The main side effect of a nuclear stomach is that it occasionally causes cancer, but non-senescent prevents cancer even from non-age causes. The 25% hunger multiplier from nuclear stomach is HUGE. A pawn with -5 metefficiency and a nuclear stomach will still only eat 56.25% as much as a baseliner, less than a pawn with +4 metessentially, you get the equivalent of +9 metefficiency for the cost of an archite capsule and a single bionic organ. And of course, you pawn will still be immune to a bunch of other conditions, making aging less harmful. They are immune to heart attacks so wakeup is less dangerous. They are immune to dementia and cancer, so toxic buildup is much less dangerous.
Elongated Fingers can be _completely_ replaced with Bionic arms, let alone Archeotech arms.
I would put Senesence a tier or two higher, since in my testing it works against all sources of those chronic illnesses. This can be useful with other things than aging, like nuclear stomachs or toxic buildup which can both give carcinomas.
Fertile doesn’t cost any metabolic efficiency at all, so imo it’s higher up the ranks.
Honestly dead calm and kindness are a B tier for me, 1 cost for no tantrums breaking all your components or beserk causing them to ruin all their relationships by beating up other colonists. kindness makes them get no social debuff for ugly pawns, very unattractive means all pawns get a -30 social debuff towards the ugly pawn but kindness negates that. if you take all 3 you stay metabolic neutral.
2 nitpicks, but others have already mentioned it.
1. You do not seem to take the cost into account (metabolic efficiency, capacity and arcnite requirements), at least for most traits. The question if a trait is worth it for its metabolic cost basically never comes up.
2. Naked Speed is actually a negative trait (+2 efficiency) and for that its imo quite good especially for nudists or combined with furskin because if you micromanage your pawns to only equip armor when a raid happens you get a bonus out of it most of the time.
I am also not sure if the partial tox genes are all that useful. How often do you get into situations where you get just enough tox exposure that the partual resistance will save you? Most tox effects are either quite short term so that you hardly need the tox resistance or rather long term so the partial resistence just delays the inevitable and you still have to take the normal precautions.
Partial means you can get to 100% resistance with a mask
@@Satepin See, that is the kind of analysis thats missing imo.
@@ixal9089 He said it though, that he's just ranking the efficiency of the positive genes, not their cost. A trait can be worth its cost or not depending on what you want to do with it. And he was just there to explain what it does and how good it is at it, so you can decide what part to add better.
Dead Calm is great for putting on prisoners! No prison breaks 😁
Good point!
Wait, so you're gonna change me, the monkers and the little militors into S-tier for resubscribing ? :D
Also, you might as well rename F-Tier into roleplay tier ^ ^
Got to move some stuff from D-tier down there as well.
Oh and kids getting into a social fight can kill each other with the 150% Melee Damage, as child bodyparts have less HP. Might need some adjustments / patching for the chances of social fights or how kids do social fights lol
Or maybe that is simply the risk of growing up on a Rimworld with Yttakin (?) and Hussars lol
Nothing wrong with kids beating the shit out of each other
I have trouble understanding the difference between total antitoxic lungs vs tox immunity. What even is there, except acid spray or like... venom fangs
Not much tbh
@@KokoplaysMB is there any reason to put both of this genes at the same pawn?
Fairly sure the word you're looking for when you talk about something's "downfall" is actually "downside"
I cannot prove this empirically but as someone who has run numerous, and I mean numerous overpowered colonies where everyone and their children had the deathless gene, I Feel like it's a bit trigger-happy
i am going to make the most mobile pawn using long jump legs the skip psycast and a jump pack to make the fastest man alive
I would've put fire spew to A tier. Great ability against most enemies as not only does it deal DoT, it also causes them to not attack a pawn, and it's AoE meaning it can damage multiple enemies. It's only useless against mechanoids
But you need to be close to make it valuable wich rarely happen, and there are lots of way/weapons that can do the same. Plus, you're gonna use it most of the time on your map, wich means that you're gonna have a lot of giant fires to take care off, losing all your colony precious time. I think its only good against tribu or insects, but I mean, you could just have a flamethrower and it would be even better.
@@jeanmarc6517 the close thing is sorta redundent, early game it will pay off consistantly, mid to late game you can get jump packs, psychic powers, the long jump gene, good shields, ect ect ect MANY things taht let you close the distence and still make great use of it, hell you can even just set up your base so you can on demand open a door and hose down the raiders defense position in fire, used right its a absolutely terrorfyingly powerfull gene, as its dirt cheap for what you can get out of it,
it is totally useless against mechanoids, which are arguebly the strongest threat in the game late game, but as there countered by emps and other such shinanigans its not 2 big a deal so long as there properly prepared for as well
@@jaycobhughes3932 thats the thing, when youre at the end of the game, there are much better thing you can do rather than going straight head on the ennemy. And on the early game, using it near your base can be devastating if you still dont have enough workforce to get rid of the fire. I think its effect are strongly overrated, especially knowing that raiders now have portable firefoam, wich can just downright make your fire impossible to use. I think just having one or two guys with a flamethrower or Phoenix armour to counter insects is just enough.
Another thing is, to have this perk, you need either to have impids, wich are probably the worst specie of the game and only good against your own vamp, or you need to make a custom specie, meaning youll have to put this gene instead of others and/or add a negative gene just for it, wich in this case doesnt make it valuable, just for 3/4 guys not fighting for 10 sec max.
@@jeanmarc6517 Flamethrowers aren't part of the base game. They're only in vanilla expanded
@@kelmirosue3251 Nope, you have a flamethrower alike in the base game
Eh, if your using smooth tail, just throw some catears or something on the head and it'll be less awkward.
S
A
B
C
D
F
...
y not just
A
B
C
D
E
F
i dont understand this trend with teir lists to add, S but shrink or butcher the rest
Anyone know a mod or way to remove the genes regrowing so i can implant as much as i want?
Now rank all negative genes.
Very soon™
You use your left hand to move the mouse.
Maybe his camera is inverted
My camera is indeed inverted
Bold of you to assume he uses a mouse
@eax2010EA he is maybe a psycast irl
YEEEEEEEES!!!! like
Thanks!
dying to get biotech on console man
Gene implanter in C TIER??? WTF LMAO
Yea I thought that was very iffy as well. It is capable of duplicating archite genes without using any capsules. It is very late game though and is kind of useless till you have a good collection of genes.
It has a very long CD
Idlt does have a long CD but you can still do it infinitely
It does have*
@@KokoplaysMB For me it still does not justify calling it *C* tier.
For me this is easily AT LEAST tier B no questions asked.
2 important things my friend.1 Tails are S tier because they give your colonists tails.
2 you forgot the drug addiction immunities and skill increases. I get there are too many but you could of done them all as one.
Bro who has time for that. And i dont want furries in my colony(even if they arent 100 furry)
Dude... I said I'm not ranking skills and drugs here for that exact reason 20 seconds into the video..
@@KokoplaysMB oh lol sorry guess I missed it.
*Archite metabolism in A and coagulate in S*
You've lost any and all credibility here, sir.
First boi :D
Congrats, but nobody really cares tbh
@@trickygamer9563 neither i Care about that
@HANK.J.WIMBLETON nice name btw