Science- In the early-shift, these nerds aren't anything to fear. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN. In addition to this, you're the only other source of toolbelts and insulated gloves on the station besides Cargonia, whom have probably already spent all their points buying ten gun crates. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. This means that you hold quite a bit of power over most nations in the early-shift. Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses.Įngineering- Similarly to Atmosia (of which may stay with you officially, or break away to form their own, more perfect union), your main export is the life-blood of the station: electricity. The following is the general playstyle of each nation:Ītmospherics- While holding no direct military power Atmosia can flex its considerable might by controlling the stations air supply and as such air is considered the main export of Atmosia and can often be used in barter trades. Combination States - Includes any state merging with another, without direct departmental relation (Barman and Chemistry).Assistants - Legion (for they are many), ALAE (Assistants in League Against Everything), Assistopia (often found in a random set of public or maintenance areas). ![]() Some nations are born from the chaos of the station:
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