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==Nation Playstyles== The following is are some possible playstyles for each nation: Engineering - 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. *Atmospherics - 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. [[Robust]] Atomsians may protect their nation through wielding the Fireaxe. Atmosia starts as a fairly powerful sub-nation, and can produce gas mixes to increase their power. *Telecommunications - You can [[Guide_to_Telecommunications|set filtered frequencies]] on the telecommunications network to control which departments get radio access. This is a good way to earn money from other nations, but is likely to make them angry at you. Science - In the early-shift, 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. Cargo - While again starting fairly weak, Cargo has easily the highest versatility of any department via their ability to order equipment for every job and their stranglehold on materials. Almost every department (and at least Science and maybe Security) has to curry favor with Cargo in order to have any chance of surviving the round. Generally, Cargo is one of the more threatening departments, only hampered by their usually smaller size compared to departments like Medbay or Science and the fact that what little manpower they do have is mainly the infamously attention-deficit Cargo Technicians. Security - Security is the strongest nation at the start of the round, but has less power as cargo hands out guns and stun batons. Consider striking a deal with cargo to ensure your monopoly on violence. Security usually just hunkers down in the brig, but they can possibly earn money by charging other nations for protection. If there's a Space Dragon wrecking havoc in [[Virology]] but Medsia didn't pay up, then its not your problem. {{Jobs}} {{Game modes}} [[Category:Jobs]] [[Category:Game Modes]] [[Category:Guides]]
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