Expertise is accrued by constructing workshops and their corresponding modules (each workshop's effectiveness can be augmented by modules. The currency for this tech tree is called Expertise. You need at least one of each type of nerd to enable construction of their respective workshop types. Each type of nerd corresponds to and works on one or more types of workshops (Biologists for agriculture, Physicist for Biotech and Electronics, and baristas for Energy and Heavy Industry). Every so often a shuttle will come and pick up however many nerds you've trained between each trip and deposit them on the station. The rate at which an institue trains its nerds depends on the number of people in that building's radius. The Orbit DLC introduces three new buildings (one for each sector type) Temperate Biology Institutes (which creates biologists), Artcic Physics Institutes (which created physicists), and Lunar Engineering Institutes (which create baristas). To get started you're going to need to conscript some nerds. Corrections are appreciated because I'll need them as much as the people who read this guide. I couldn't find any half decent and cohesive guides, so I decided to throw one together based on what I think I've learned. The objective of the Orbit DLC is to gain expertise to unlock technologies that will augment your temeprate, arctic, and lunar bases (increased productivity in agricultural facilities, molybdenum mines also producing aluminum, etc ). Yurigenu also offered up this step-by-step station layout. EDIT: Stuff in italics is courtesy of u/Yuregenu 's response in this thread.
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