Scientists have their own individual traits which determine the resulting blueprint of a research project.
Named Scientists can be hired or fired from the scientist tab of a colony. They can be transferred from there to allied colonies for a fee, which depends on the travel distance for their reassignment. These costs can be waived for a University Empire. Once hired, they require a significant daily contribution for their services, as indicated by the "current salary" displayed at the top right-hand corner of each scientist's details page. A scientist on a high tech colony will demand less compensation in monetary terms due to their more accommodating environment. A summary of these expenses can be found on the overview page in the Command menu.
A scientist's detail page also shows their current skill in each field, and their age and location. Their personal log details their employment history and how they improved their skills. You can also attach a note here.
Scientists can only work on projects in labs situated at their current colony. As they work on projects, they may improve their skills by learning from their colleagues on the project. Scientists on a high tech colony are more intellectually stimulated and will thus converse more with their colleagues about the latest developments in their fields of study. Such conversations usually relate to the project and even more specifically to the field the researcher is assigned to. As such, when only researching related technology, they will specialize over time. Ingenuity plays a special role and increases in a different manner than other skills.
The number of scientists applying at a colony depends on education, tech development, wealth and your alignment. Low tech colonies will rarely attract enough personnel for serious research.
* Ingenuity - More of a trait than a skill, ingenuity is not something that can be learned. Improvements are rare, more so at an advanced age, and usually only happen during particularly successful projects.
* Biology - Important not only for farms, but anything that deals with living matter or the environment.
* Planetary Science - If you're digging into alien soil, have to understand what forces a building's foundation must withstand, are looking to terraform a planet, or need to know the conditions a small vessel drive may encounter, this is the skill you need.
* Material Science - Whenever you build something, hope that the researcher knew the best materials for the task.
* Mechanical Engineering - If it moves or got cogwheels inside, a mechanical engineer played part in its design.
* Economics - The art of reducing cost without completely ruining the product.
* Chemistry - Processing raw materials, CO2 scrubbers, fireworks and other assorted explosions, even simple hygienic products all require a good understanding of Chemistry.
* Medical Science - Not just for curing cancer, but also for keeping people alive under adverse conditions or understanding when a crowd is too crowded.
* Electrical Engineering - Power generation, electrical installations, computers, and teaming up with a mechanical engineer, even robots.
* Sociology - People are difficult. Sociology solves some of the problems they cause.
* Structural Engineering - Do you remember how that paper boat of yours always failed sea trials? Or the short shelf-life of your house of cards? We employ structural engineers to make things last. Or bigger.
Named Scientists can be hired or fired from the scientist tab of a colony. They can be transferred from there to allied colonies for a fee, which depends on the travel distance for their reassignment. These costs can be waived for a University Empire. Once hired, they require a significant daily contribution for their services, as indicated by the "current salary" displayed at the top right-hand corner of each scientist's details page. A scientist on a high tech colony will demand less compensation in monetary terms due to their more accommodating environment. A summary of these expenses can be found on the overview page in the Command menu.
A scientist's detail page also shows their current skill in each field, and their age and location. Their personal log details their employment history and how they improved their skills. You can also attach a note here.
Scientists can only work on projects in labs situated at their current colony. As they work on projects, they may improve their skills by learning from their colleagues on the project. Scientists on a high tech colony are more intellectually stimulated and will thus converse more with their colleagues about the latest developments in their fields of study. Such conversations usually relate to the project and even more specifically to the field the researcher is assigned to. As such, when only researching related technology, they will specialize over time. Ingenuity plays a special role and increases in a different manner than other skills.
The number of scientists applying at a colony depends on education, tech development, wealth and your alignment. Low tech colonies will rarely attract enough personnel for serious research.
Scientist Skills
* Ingenuity - More of a trait than a skill, ingenuity is not something that can be learned. Improvements are rare, more so at an advanced age, and usually only happen during particularly successful projects.
* Biology - Important not only for farms, but anything that deals with living matter or the environment.
* Planetary Science - If you're digging into alien soil, have to understand what forces a building's foundation must withstand, are looking to terraform a planet, or need to know the conditions a small vessel drive may encounter, this is the skill you need.
* Material Science - Whenever you build something, hope that the researcher knew the best materials for the task.
* Mechanical Engineering - If it moves or got cogwheels inside, a mechanical engineer played part in its design.
* Economics - The art of reducing cost without completely ruining the product.
* Chemistry - Processing raw materials, CO2 scrubbers, fireworks and other assorted explosions, even simple hygienic products all require a good understanding of Chemistry.
* Medical Science - Not just for curing cancer, but also for keeping people alive under adverse conditions or understanding when a crowd is too crowded.
* Electrical Engineering - Power generation, electrical installations, computers, and teaming up with a mechanical engineer, even robots.
* Sociology - People are difficult. Sociology solves some of the problems they cause.
* Structural Engineering - Do you remember how that paper boat of yours always failed sea trials? Or the short shelf-life of your house of cards? We employ structural engineers to make things last. Or bigger.
Last modified by McBosserson on