Apprentice scenario icon
Starting scenario

Apprentice

Cash vs. standard start -50 Starting rent 0 Trade it opens None
Developer pitch
Best for beginners. Be a generalist. Upgrade as you go. Learn the game at your own pace.

Starting equipment

  • Increased starting Credit count
  • Additional equipment (Storage Bay)
  • Start with a stock of Household Goods and Food

Core kit

ItemBase value (each)
Storage Bay ×1 300
Peat ×2 25
Tube of Toothpaste ×2 15
Listed base value of the whole kit: 380 Credits

How this start plays

  1. No machine needs feeding on day one, so every early Credit can go into stock that sells at the counter.
  2. Food is the most traded commodity on the station, which is why the opening shelves of food and household goods move quickly.
  3. Pair it with Price Gouge, the easiest difficulty, for the gentlest first week: a 20% retail markup and rent that rises only 2% at a time.

The trade it opens

All trades and unlock costs →
Cash vs. standard start
-50.
Starting rent
0.
Trade it opens
None.
Core kit
Storage Bay × 1; Peat × 2; Tube of Toothpaste × 2.
Starting equipment
Increased starting Credit count · Additional equipment (Storage Bay) · Start with a stock of Household Goods and Food.

This start comes without a production trade. Dr. Jackson brings a Furnace on day 6, Joe Wild's Network sells trade unlocks from day 7, and the Appraisal Board takes members from day 8.

Starts to compare it with

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Sources.