Nations: Difference between revisions

1,095 bytes added ,  15:24, 8 December 2013
imported>Kingofkosmos
(This makes no sense. Ok, whatever. They no longer have broken file links, it seems (they never had).)
imported>ShadowDimentio
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Atmospherics- 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.Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses.
Atmospherics- 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.Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses.
Engineering- 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. This means that you hold quite a bit of power over most nations in the early-shift. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. 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. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN.
Science- In the early-shift, you these nerds aren't anything to fear. Give them some time with someone competent in R&D and Robotics, and they'll likely be the ones you see tromping around in the mechs, murdering everyone who resists absorption into Sciencia. Yeah. They're powerful. But hey! If you're in cargo, these guys will happily trade you for resources, so you'll likely be able to name your price.


[[Category:Game Modes]]
[[Category:Game Modes]]