Revolution: Difference between revisions

97 bytes added ,  16:56, 14 November 2023
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Added a line concerning Golems and their ability to obtain revolutionary antagonist status.
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Head Revolutionaries begin alone in their cause, excepting the company of their fellow Head Revolutionaries. The first step to be taken is covertly acquiring more manpower for the Revolution via the cleverly hidden Syndicate Flash Implant, which will brainwash targets that it blinds into fervent Revolutionaries. Be aware that this device is not foolproof - [[welding helmet]] and [[sunglasses]] will completely mitigate the flash, and thus the brainwashings that follow. Additionally, members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. As such, discretion and care must be taken when Head Revolutionaries and selecting targets to <s>kidnap</s> liberate from their bonds.
Head Revolutionaries begin alone in their cause, excepting the company of their fellow Head Revolutionaries. The first step to be taken is covertly acquiring more manpower for the Revolution via the cleverly hidden Syndicate Flash Implant, which will brainwash targets that it blinds into fervent Revolutionaries. Be aware that this device is not foolproof - [[welding helmet]] and [[sunglasses]] will completely mitigate the flash, and thus the brainwashings that follow. Additionally, members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. As such, discretion and care must be taken when Head Revolutionaries and selecting targets to <s>kidnap</s> liberate from their bonds.


For some general tips, you will want to know the value of pursuing various potential converts. In general, your primary turning targets are [[Roboticist]]s, [[Scientist]]s, the [[Cargo Technician]]s, and [[Geneticist]]s. [[Scientist]]s, and the [[Research Division]] on the whole, can fabricate explosives, and [[Cargo Bay]] serves as a great base of operations, and can order supplies, armor, and [[weapons]]. And finally, [[Genetics]] can supply you and your revolutionary mob beneficial genetic mutations, as well as provide free access to, or lock down, the station's [[cloning|cloning lab]]. Genetics also has an additional use if you've already killed a station head - they can save the heads' appearance enzymes and then inject you with them, making you look exactly like the deceased individual (minus any mindshield implants). With the person's ID and their clothes, you can seamlessly step into their shoes, and do as you may.
For some general tips, you will want to know the value of pursuing various potential converts. In general, your primary turning targets are [[Roboticist]]s, [[Scientist]]s, the [[Cargo Technician]]s, and [[Geneticist]]s. [[Scientist]]s, and the [[Research Division]] on the whole, can fabricate explosives and make [[Golems]] through [[Xenobiology]], which automatically obtain the revolutionary status, and [[Cargo Bay]] serves as a great base of operations, and can order supplies, armor, and [[weapons]]. And finally, [[Genetics]] can supply you and your revolutionary mob beneficial genetic mutations, as well as provide free access to, or lock down, the station's [[cloning|cloning lab]]. Genetics also has an additional use if you've already killed a station head - they can save the heads' appearance enzymes and then inject you with them, making you look exactly like the deceased individual (minus any mindshield implants). With the person's ID and their clothes, you can seamlessly step into their shoes, and do as you may.


By alt-clicking the [[File:AI_Upload.gif]] AI upload console, you can alter its laws to serve your cause. The process take 30 seconds, after doing so the [[AI]] will have its previous laws replaced by the following ones:
By alt-clicking the [[File:AI_Upload.gif]] AI upload console, you can alter its laws to serve your cause. The process take 30 seconds, after doing so the [[AI]] will have its previous laws replaced by the following ones: