Neutroamine Synthesis

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Author: Jubal E. Harshaw

Last revision: 12 Nov, 2018 at 06:20 UTC

File size: 65.54 KB

On Steam Workshop

Description:

This mod allows colonists to craft neutroamine at the drug lab.

Recipe:
Chemfuel x3 -> Neutroamine x1

Required tech:
Neutroamine synthesis (4000), prerequisites = Medicine production, Multi-analyzer

Required skills:
Crafting 5, Intellectual 5

WHY USE THIS MOD, AS OPPOSED TO ONE OF THE OTHER 20+ NEUTROAMINE MODS?

Other popular neutroamine mods use recipes in which the total Market Value of the ingredients is much greater than that of the neutroamine produced (in some cases by a factor of 10 or more). This means that, economically, the player would be better off just selling the ingredients and buying neutroamine from traders, rather than producing it themselves. In this mod, the total Market Value of the ingredients is approximately equivalent to that of the neutroamine produced (Chemfuel x3 = 6.9 -> Neutroamine x1 = 6.0). Thus, manufacturing your own neutroamine rather than trading for it isn’t economically advantageous or disadvantageous to any significant degree; it’s just a different option.

This mod also stands apart from most alternatives by requiring relatively advanced research to unlock the recipe. As such, the vanilla game mechanics (i.e., relying on herbal medicine and/or neutroamine/medicine purchased from traders) will remain unchanged in the early-to-mid-game.

I chose Chemfuel as the ingredient – rather than Herbal medicine or Psychoid leaves – because these other possibilities are already part of the production chain for items requiring neutroamine (i.e., Medicine and Go-Juice), and I dislike the idea of having redundant base ingredients shared by multiple intermediates. Chemfuel introduces an entirely new consideration to the logistics of drug production.