Laboratory: +1 Job (consumes Chemicals).Habitat: +1 Housing (consumes Water, Food, and Oxygen).The Colony is composed of a set of Modules in the middle of the map, which determine how big the Colony’s Population can grow and whether there are enough Jobs to attract new colonists. Also, each Mission has a special Reward Perk (“Free Metal Mine”) which is given to the winner – the Corporation which purchases the most shares of Colony Stock by the end Mission. These Missions each have a set of parameters, such as Terrain (for example, “Plains”), Map Size (“Medium”), Resource Level (“Low”), and Events (“Eastward Wind”). Instead, Campaign Missions last seven sols (Martian days), and the Corporations are competing to invest in the Colony which can be found in the middle of the map. First, the stock market is closed, so the different Corporations are not trying to buy stock in each other. Each worker can be contracted for one mission or hired for the rest of the Campaign.Ĭampaign Missions work significantly different from regular Skirmishes. The Labor Pool consists of sixteen randomly chosen workers and is reset between Missions. Thus, a player with two Offworld Market Astronauts could build two Offworld Markets. (Please note that all buildings start off with a -50% speed penalty compared to the base game.)Įxtra workers for the advanced buildings (Optimization Center, Hacker Array, etc.) allow the player to build multiples of that building. If more than one worker of a specific type is hired, the building’s speed increases each Water Pump Engineer increases the speed of Water Pumps by +25%. For example, Water Pumps are unlocked with Water Pump Engineers, Pleasure Domes are unlocked with Pleasure Dome Managers, Offworld Markets are unlocked with Offworld Market Astronauts, and so on. Instead, each Corporation needs at least one worker to unlock each building. Unlike the regular game, all buildings are not available by default. Unlike the previous Missions, this final one allows the participating Corporations to buy stock directly in each other, using normal Skirmish rules for ultimate victory. Final Round (Turn 7): Once all but four Corporations are eliminated, one final Mission is played, with all remaining Corporations participating.Elimination Round (Turns 3-6): This round functions just like the Growth Round, except that at the end of each Mission, the Corporation with the lowest stock price (and which did not just win a Mission) is eliminated.Each Mission last a specific number of days, with the winning Corporation being the one which acquires the most Colony Stock.
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