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'''Survival''' is an alternate [[Gamemodes|gamemode]] that challenges players to survive, explore, and evacuate civilians from a galaxy threatened by an expanding [[Anomaly]]. It features a dynamic story, unique contracts known as '''Special Missions''', escalating difficulty, and a growing sense of urgency. Survival can be accessed from the main menu and operates separately from the campaign. == Objective == The ultimate goal in Survival is to rescue and evacuate as many civilians as possible through a functioning [[Stargate]], before it too is destroyed by the anomaly. == Getting Started == Before starting a Survival run, the player selects a starting ship from the library. Ships may cost up to $1.5M and must contain at least one [[Docking Port]] and one [[Habitation Deck|Cabin]]. Alternatively, players can choose the '''Build New Ship''' option and begin at a [[Shipyard]] with $1.5M in budget to construct their own vessel. All starting configurations receive a "starter kit" with essential components and supplies not already included in the chosen hull β such as [[Reactor]]s, [[FTL Drive]]s, [[Airduct]]s, [[Engine]]s, [[Loader]]s, [[Crew Member|Crew]], and consumables. A short, guided tutorial introduces the player to basic ship operations and initiates the first [[FTL Jump]]. == New Sector and Special Missions == After the first jump, three '''[[Contract#Special Missions|Special Missions]]''' become available. These narrative-driven contracts resemble [[Contract#Story Contracts|Story Contract]]s and persist throughout the playthrough. === Analysis: Anomaly === The [[Institute]] tasks the player with collecting scientific data on the moving anomaly. Upon accepting this mission, the player receives two [[Hyperspace Sensor]]s to install. * Data is gathered automatically during FTL jumps. * Jumps closer to the anomaly yield more data. * The Institute contacts the player with goals and rewards: ** 10 data β $10,000 ** 100 data β $100,000 ** 1,000 data β $1,000,000 ** 10,000 data β $10,000,000 Further thresholds may exist but are currently unknown. === Evacuation === The player must help evacuate civilians from endangered systems before they are lost to the anomaly. * Each completed [[Contract#Urgent passenger transport request|Urgent passenger transport request]] counts toward mission progress. ** 10 passengers β $10,000 ** 100 passengers β $200,000 ** 1,000 passengers β $2,000,000 Evacuation totals are cumulative and do not require passengers to remain on board. Further thresholds may exist but are currently unknown. === Nomad === This mission challenges the player to develop a self-sufficient mobile fleet capable of long-term survival. * Rewards are based on the fleetβs concurrent total population (including crew, civilians, and temporary passengers): ** 10 population β $10,000 ** 100 population β $100,000 ** 1,000 population β $1,000,000 To succeed, players must expand life support systems, housing, and infrastructure. Further thresholds may exist but are currently unknown. == Civilians and Fleet Expansion == Civilians may be collected from any [[Colony]] or [[Shipyard]] in exchange for payment and will remain aboard as long-term residents. The number of available civilians β and their offered payment β increases as the anomaly expands. The total number of civilians rescued will eventually count as the player's final score. == Jump Gates and Sector Progression == The final [[Star System]] in each sector contains a [[Jump Gate]], usually located in the system farthest from the start. This gate provides access to the next sector. * The gate may be damaged, demand a fee, or be under pirate control. * To use it, move your fleet into range and activate it via the FTL tab. * The jump screen displays the number of civilians in your fleet β this will become your final score. == Contracts == Alongside Special Missions, players can accept the usual [[Contract#Procedural Contracts|Procedural Contracts]] as well as a sector-wide [[Hostile]] clearance mission and a protect mission. === Sector-wide Hostile Clearance === A sector may also include a mission to destroy all hostile ships: * Defeating all enemies in the sector grants a large cash bonus. * Destroyed hostiles do not respawn. * These missions are dangerous but highly profitable. === Protect Mission === Up to once per sector, a [[Distress Call]] may appear. A civilian ship is under pirate attack and must be rescued quickly. * If the player succeeds, they must choose between: ** A monetary reward ** Adding the rescued ship to their [[Fleet]] These encounters offer both risk and permanent fleet expansion. == Anomaly Proximity Effects == The anomaly affects trade and availability of goods: * High-tech items become significantly discounted. * Basic consumables ([[Food]], [[Water]], [[Fuel]], [[Oxygen]], [[FTL Charge]]s, [[Ammo]]) become more expensive. * Near the anomalyβs edge, critical resources may disappear entirely from markets. Smart timing and stockpiling are essential for survival. == Resource Scarcity and Recycling == Beyond sector 5, trade stations stop offering vital supplies. From this point on, survival depends on internal fleet production: * Produce all consumables on board * Harvest and refine [[Ore]], [[Gas]], and [[Ice]] * Rely on [[Recycling]] systems for sustainability All recycling starts at 66% efficiency and can be upgraded to 100% via [[Research]]. [[Hydroponics]], [[Water Purifier]]s, and fuel production through [[Metreon Gas]] are also more efficient in Survival Mode. Ships that are capable of sustaining themselves with little or no external trade will thrive. Those that arenβt will quickly fail. == Logistics Drones == [[Logistics Drone]]s are vital for autonomous operations: * Mining, salvaging, and gas collection * Cargo transport, repair, and logistics * Scaling up large, modular ships Players should acquire and maintain a fleet of drones early and invest in enough [[Drone Bay]]s and spares. == Notes == * The [[Stargate Project]] storyline and associated [[Research]] are disabled in Survival. * [[Ice Comet]]s are more common and yield 5Γ more water ice per shot. * Hostile systems are permanently cleared β enemies do not respawn. * [[Hydroponic Garden]]s can now be manufactured via [[Assembly Table]] with proper research. == See Also == * [[Contract]] * [[Anomaly]] * [[Stargate]] * [[Fleet]] * [[Recycling]] * [[Hydroponics]] * [[Shipyard]] [[Category:Game Modes]]
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