Each Crewmate consumes one ton of Food per Adalian year (~15 real days). Food reserves will dwindle regardless of actions taken and once empty, will not allow the crew to: start an Extractor, Refinery, Factory, or Shipyard process, construct a building, start a flight, utilize instant surface transport or activate an inactive Crewmate. Manual surface transport and market orders are possible when Food reserves are empty. The rate of Food consumption can be reduced by the presence of a Crewmate with the Dietitian trait, as well as the stationing of the crew in a Habitat building.
Crewmates that do not take an action, or are inactive, for over one Adalian year (~15 real days) will have their Food cost capped at one ton per Crewmate upon their next action/activation. In cases in which Food is unobtainable, the crew is able to evacuate via their Hab Module at low speed to a nearby asteroid.
Logs of each Crewmate’s actions are kept and visualized and can be further embellished by the player. Any individual event can have additional context added which will be visible to all players when viewing the Crewmate’s profile. The content may be edited until such time the Crewmate is transferred to another player, at which point all previously created content becomes immutable.
Crew events are short, branching storylines with meaningful decisions that impact the player’s Crewmates. These events are integrated into the SWAY activity incentives, and allow for the continued distribution of SWAY in a targeted manner. Crew events may result in the assignment of new traits to Crewmates, or provide the option to switch between mutually exclusive traits. Events are pseudo-random, and can be triggered based on the presence of certain classes present in the crew, as well as on the completion of particular actions (ex. an event that is triggered by landing at an unexplored asteroid).
Each class has access to a class-specific skill tree, and although skills will not be introduced until Discovery, experience related to skills will be tracked throughout Exploitation. Upon the release of Discovery, crewmates with experience will start further along their relevant skill tree. Note: traits are distinct from, and may stack with, skills.