Starting scenario
Apprentice
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
| Item | Base 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
- No machine needs feeding on day one, so every early Credit can go into stock that sells at the counter.
- Food is the most traded commodity on the station, which is why the opening shelves of food and household goods move quickly.
- 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.
