Trinova Corp.

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Author: Araxiel

Last revision: 15 May, 2018 at 17:22 UTC

File size: 10.45 MB

On Steam Workshop

Description:

Adds a new mission sponsor:

Trinova

Mission Sponsor Specifics:
  • Difficulty: Medium
  • Funding: $5,500 M
  • Research per Sol: 75
  • Starting Applicants: 75
  • Rare Metals price: $17 M
  • Rocket Payload 40,000 kg
  • Medical buildings generate small amounts of research (based on their performance)
  • Biorobotics Workshop generate funding (based on their performance)
  • Bonus tech: Microgravity Medicine (unlocks a new Spire building)
  • Bonus tech: Creative Biorobotics (unlocks a new Vocational building)
  • 3 extra starting technologies unlocked
  • Gains $100M funding every time a technology is researched. Gains double if it’s a breakthrough
  • Can buy applicants with funding ($500 M)

(These are the current numbers, screenshot potentially outdated)

In a nutshell:

When using Trinova as your mission sponsor, your Biorobotics Workshops generate ~$100 M per day at 100 building performance, and each medical building does about ~40 research; at the same time income from rare metals is rather low. This means the best and somewhat only way to gain funding as Trinova is to run both of these buildings on a constant basis, however the Biorobotics Workshop also gives you s steady and constant supply of funds without the need to export metals.
Further the initial amount of applicants is also rather low, so you’ll probably need to buy more using your funding, and the same goes for sponsor research. Additionally you only start with 2 rockets that can carry less payload than normal.

In other words, playing as Trinova can be especially challenging in the late early-game and early mid-game, when a colony’s workforce is strained. But once one or even two Biorobotics Workshop are running, the shortcomings such as low applicants and sponsor research can easily be offset by simply throwing money at those problems.

Thematically the explanation why a Pharmaceutical/Biorobotics corporation would establish a (or even the first) colony on Mars could be that they’re researching, developing and working on projects they’d not be allowed to do on Earth, or the atmosphere, minerals and low gravity on Mars might open up new avenues of research, maybe it’s also a prestige thing.

Plans:

I plan on looking into event modding and might add special events centered around Trinova Corp.
I dabbled around a bit trying to have grow-able organs (to export, not to eat) in farms, but the game gets weird when it comes to crops that don’t yield food.