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.
An astronaut is essential for controlling spacecraft and fighters. In this, they can be replaced by a robot.
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.
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.
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.
Astronauts can be purchased at stations. Either from NPCs, where they are always available, or from other players' stations.
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.
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:
An astronaut is susceptible to infection by disease X.
After death, the astronaut remains as biological material that can be used for further processing.
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.