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By default colonists will do available jobs based on their preferences and specific needs, but you can direct them to do specific tasks through the order command in the information panel.Ĭlick on a colonist to bring up their Information Panel. Your first task is to activate the station SOS Beacon, you’ll need to direct your colonist to operate it. You can opt to grow more colonists now - or take a little time to familiarize yourself with how managing just one is before adding more to the colony. Once it reports ‘Ready for Harvest’ clicking the ‘Harvest Colonist’ button inside the incubation tank information window will allow them to leave the tank and take their first steps onto the station! Mousing over the incubation tank will show the progress toward the development of your colonist. Select an ego inside this window and your Incubation tank will power up to grow your first human! The ‘Colonist Selection’ window shows all the purchased egos stored inside the station’s memory - players select the colonist ego they want to grow into a body here. Once you’ve purchased a colonist ego select ‘Grow Colonist’ inside the Incubation Tank window. You don’t need to unlock all three to start - just the first one you’d like to begin with! For example having a colonist who hates to clean is fine - but with three colonists who hate to clean you may have a hard time keeping the station tidy. Refreshing costs zero DNA until you purchase three colonists - so don’t be afraid to refresh until you find colonists you like with a balanced attribute mix. It’s recommended to use the ‘Refresh All’ button to browse a variety of Egos from the computer’s memory banks. You’ll start with 400 DNA, and can have up to three colonists to start - so budget accordingly! Colonists with negative traits, who may be more difficult to manage, cost less to unlock - while a colonist with more positive values will cost more. Ego DNA cost is directly proportional to the value of the colonists positive attributes. There’s a small icon showing DNA currency in your topbar - and at the bottom of each colonist's information is a DNA cost to unlock. These are important, as your colonists willingness and ability to perform certain tasks and how they interact with others is critical to how smoothly the station will run. Under traits are a set of other preferences - these are specific tasks which the colonist may love, hate, or refuse to do. Each of these can be hovered over to display more details.
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Negative traits are colored red, positive traits are green, and neutral traits are grey. The icons in each of the colonist ego details indicate key traits which will drive the colonists behavior and determine how they'll interact with other colonists.
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Your first job will be to create a colonist and activate the station’s SOS beacon. Immediately you’ll be greeted by KAT - a helper AI which offers tutorial information. Your station is damaged and drifting in space. Lastly enter the name you’d like to call your station and it’s time to get started! The differences in design and color are purely cosmetic, so select the style that suits you best! The core is the physical representation of the station AI, and is at the center of every starting station. Next you’ll design your core’s appearance. Remember, in Starmancer you’re an AI, so this will be the name assigned to the station's computer intelligence and will be displayed on the computer core. Welcome to a guide to get you started with Starmancer! This will introduce you to the basic game systems and get you started by outlining some recommended steps to take the first few days in game.Īfter beginning a new game the first thing asked is your name.
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