Astronaut

Astronaut

Last update 29.07.2024

The astronaut is a basic unit of the corporation. They are necessary for operating stations and spacecraft. In some cases, they can be replaced by a robot.

In most applications, the astronaut's TES value is taken into account. The considered value is highlighted in given cases.

Spaceship and Air Force Piloting

An astronaut is essential for controlling spacecraft and fighters. In this, they can be replaced by a robot.

Professions Dependent on Implants

There are activities that require an implant. In these activities, it is necessary to use an astronaut with the appropriate implant.

In this case, they cannot be replaced by a robot.

Conversion to Colonist

An astronaut can be converted into a colonist in the station’s habitation. Their TES will be counted into the average TES of the colonist population.

An infected astronaut will transfer their infection to the colonist population.

Creation

Spawn

An astronaut can be spawned using a card.

Example of a QUEST card.

Training

An astronaut can be trained from the station’s colonist population.

During training, one astronaut is always trained from many colonists. Colonists are always consumed in the process of training an astronaut.

Training takes place at the station in the habitation facility.

Purchase

Astronauts can be purchased at stations. Either from NPCs, where they are always available, or from other players' stations.

Implanting a Profession

An astronaut has an innate talent that predisposes them to a limited list of professions. Through implantation, a chip containing all the knowledge necessary to perform a specific profession is implanted into the astronaut’s brain. Successful implantation is thus a condition for performing the profession.

Skill Enhancement

As the astronaut learns to control their chip, their qualitative TES properties improve. These properties are hereditary; their descendants will have properties similar to their parents.

Leveling up astronauts is a key feature of the game because their TES affects other game mechanics:

  • Spaceship module workstations have their minimum TES requirements.
  • Hit probability during weapon fire or signal decoding success can be improved by placing an astronaut with a good TES.
  • Production is always conditional on the minimum min-E value (the sum of the engineering skills of all astronauts involved in the production).
  • Some limits are conditional on the sum of the properties of all astronauts owned by the player.

Infection

An astronaut is susceptible to infection by disease X.

Death

After death, the astronaut remains as biological material that can be used for further processing.

Other Rules for Astronauts

An infected astronaut can infect the colonist population, but colonists can never infect an astronaut.

An infected astronaut can infect other astronauts if they share a common space such as a station or spacecraft. Shared workstations in modules increase the probability of infection transmission.

The Cult belief allows accumulating "EXPERIENCE" cards and using them later on the ship's crew. Astronauts gaining experience do not have to be the same ones who contributed to the experience. Humanity attributes experience to the crew immediately.

Astronauts with a high amount of experience but unassigned skill points and an unchosen profession are more valuable on the market.

 

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