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Survival Guide - Dust Settles: Mastery
Table of Contents:
Purpose:
Mastering a skill usually means that you have some special advantage/ability
over those that do not. Masteries in this game are no different. You can master
any of the first or second level research topics on your Learn
page (those in green or gray). It takes a great deal of work, but the benefits
are enormous, especially when teamed up in a good alliance.
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How to Achieve:
Masteries can be difficult to achieve. They take a great deal of concentrated
research on a specific topic, but achieving
a mastery is not impossible. You can research any of the first or second level
basic topics to 70 to achieve a mastery in that topic. Generally, you are not
going to be able to get more than 2 masteries that you will get any extensive/lengthy
benefit from during any given round, especially if your masteries are different
than certain other research topics that you must get to 30 for certain advanced
abilities. This means that you must consider carefully when selecting the topic(s)
you want to master to make sure that you get the topics you really want. You
will also have to keep in mind the basic research limiters that will still
affect you as you work towards a mastery. You may want to wait before deciding
what topic to master until you are in an alliance and can split the load.
Once you have achieved a mastery for yourself, you can easily get rid of all
or almost all of the buildings that may be associated with that mastery. (Ex:
getting rid of all landfills and incinerators when you master Waste Management.)
Some masteries, obviously, still require that you have some of the needed buildings,
just not as many for the current results (e.g. Domestication, Power Generation,
or Recycler Prospecting). Before you take the step to demolish the buildings
associated with a mastery that you have via alliance, be sure to see the warning
below.

Whenever you want to check to see which masteries you or an alliance
member has, visit your mastery page to see a couple of charts explaining both.
The chart on the left will list research topics
and will place a green check mark beside each mastery that you achieve. The
chart on the right will show a similar chart, but instead will only put a check
beside topics that alliance members earned masteries in. Use this to compare
and keep a check on which masteries are yours and which are only there because
of an ally.
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Mastery Layout:
Mastering different topics will give you different benefits, the following
list will give you the specifics about the benefits provided by each one.
Recreation: This automatically sets your recreation
facility coverage to a permanent 100%. You can check your Peoples page to see
the change and to check for any morale benefits.
Gardening: The extra food costs for your army, special ops, and militia
will automatically be covered once your research for this topic hits 70. This
means that you will never have to worry about the extra food costs related to
trained military.
Coercion: As soon as you achieve a mastery in this subject, your army's
competency will be upped (if lower) to Competent and will remain at a minimum
of Competent, no matter what your hiring/firing habits are or your losses are
like. To get higher, of course, you will still have to keep them together for
a good period of time without hiring or firing too many.
Ingenuity: As long as you send out the maximum number of people for the
circumference of your camp, you will always return with the maximum possible
return on an exploration mission. Obviously, if you send out 100 people vs. 1000 you are not going to
get the same return. You will also see differences because of weather and season,
just as you normally would. This mastery will not counteract any decreases in returns or how many stay due
to terrain or class modifiers. It will only halt the randomness that occurred
before the mastery.
Tracking: You will get the maximum possible return for the number of
people that you send out recruiting. Once again, weather and season will still play an
effect, but your returns will be maxed out. Of course, you will still not be
able to bring back everyone you find if you do not have enough shelter for them.
This mastery will not counteract any decreases in returns or how many stay due
to terrain or class modifiers. It will only halt the randomness that occurred
before the mastery.
Architecture: By mastering architecture, you will have reached a point
that storm defenses are no longer necessary. You will have done enough research
to make them invulnerable to even the most severe winds, rain, and flying debris.
Housing: Once you achieve mastery in housing, your current shelter space
will be doubled because of the underground expansions that will be added to
all of your shelters. These expansions also give your population an added defense
in battle, since they will now have a much more secure place to hide when your
walls are breached.
Recycling: A mastery in Recycling will negate all disposables costs for
your population. Your buildings will still use the disposables they would normally
use, but your population will use absolutely none.
Marketing: If you never want to have to worry about taxes during aid
and reduce them for merchant accounts, then becoming a Marketing master will
be perfect for you. The taxes for aid will automatically drop to zero, and the
taxes for your merchant account will only be 2% at most..
Wall Strength: Tired of having special ops
just climb over the nice strong wall you built? Want to make your wall more
formidable to the army looking to bust through? Mastering this topic will open
and apply laser fencing to your wall. This means that the special ops climbing
over and the army busting through will suffer a severe drop in ability when
trying to get into your camp, providing you an extra defense boost. These fences
will slow the invading ops down enough to give you a guaranteed victory, though
you might suffer some losses. You don't have to worry about providing power
for the fencing, though. The fencing has its own power supply that will be added
to and adjusted as you build more wall so that your generators are not drained.
Time Management: This is probably one of the most
interesting masteries available. By learning how to really organize your camp's
time, you will be able to store up to 500 turns max. instead of the 400 that
you start with. You will also be awarded an immediate 100 turns to take your
stored turns closer to that 500 max.
Domestication: This mastery will provide you a benefit both in resources
used and a possible morale benefit. Your camp's food costs will be dropped to
1/4 the normal. This means that at a ration of 1, each person in your camp will
eat only 1/4 unit of food. Your army, special ops, and militia will still have
the extra food costs, but that extra will be dropped to 1/4 the usual as well.
This means that for the same price of feeding your camp at 1 rations before
mastery, you can now feed them at a rations of 4. Check your Peoples page for
details.
Power Generation: Mastering power generation will provide you with infinite
power. You will no longer have to have large numbers of generators to power your camp. The point of this mastery is that you learned how to power all
of the buildings you will ever need. Your Infrastructure bar and page will show your power used at 0.
Mechanical Engineering: Once you have mastered this topic, you will no
longer have to consider your supplies usage when building weapons. Rail guns
and shock pistols will still cost CEP to produce, but you will not have to have
the extra supplies to build weapons.
Vehicle Transport: At large camp sizes it can be difficult to afford
the gas costs for even a single day trip with a single bus. You won't have to
worry about this problem any more if you master Vehicle Transport. This topic
will allow your camp to instantly swap over all of the busses to some other
type of fuel that will automatically be provided by the garages with no costs
to you. This means you won't have to fill up those busses with gas or any other
resource before sending them with a group of explorers or recruiters. Ground
vehicles will also be fuel free when sent into battle. Buses in alliance aid
caravans will still require 40 gallons of gas per bus, but vehicles assigned
to the alliance escort army will not
Medical Technology: A mastery in this subject will allow your camp to
be fully covered in their medical needs. Your Peoples page will display a 100%
coverage and you will never have any more deaths in your population due to radiation
or injury. A mastery in this topic will not prevent deaths if global Sr-90 reaches lethal levels, though.
Spatial Logic: While you won't get an automatic doubling of the resources
in your storage, you will get an immediate space increase for your storage.
In fact it will be doubled. You will also never have to worry about your food
rotting again, no matter how much food you have in storage.
Communications: One of the things that many people in the game find annoying
is the need to have to continually build multiple comm relays, sometimes
80 or more at a time. If you decide to master this subject, you will never have
to build another comm relay for the rest of the game. Your comm range will
be increased to the point that it covers any land you could ever possibly have.
It will be infinite, allowing you to grow without fear of losing population
due to inadequate comm coverage.
Waste Management: In order to overcome the problem of constantly watching
your waste buildup so that it doesn't get too high, you might want to master
this topic. A mastery here will keep your waste buildup at 0% at all times,
thus allowing you to build no new and even demolish all of the old landfills
that you have.
Recycler Prospecting: The one resource that everyone really hates at
the beginning of the game will become very easy to account for once you master
this subject. All of your disposable costs for population and buildings will
be dropped to 1/4 their original, once you hit 70. That means that all of those
excess disposables you are now producing or the extra people that are producing
them can be put to better use. Nukes, gold, or army, maybe?
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Masteries in Alliances:
A tremendous benefit of being in a good alliance
is the fact that with proper planning and steady research
you and everyone else in your alliance can share the benefits of all of the
possible masteries. That means infinite power
or comm range for you, even if you haven't
mastered those subjects, as long as someone else in your alliance has. You will
receive whatever benefit is normally given by that mastery, save for the 100
extra turns that comes with the Time Management mastery. You can only receive
those and the extra benefits with having research in a given topic (such as
increased production or construction capabilities) by getting the mastery yourself.
You will be able to see a display on the Mastery page showing you what subjects
you have personally mastered, and thus would have the benefits for even outside
of the alliance, as well as what masteries you "have" because of shared
knowledge/resources. The main reason you gain the mastery skills that your other
alliance members have is that either 1. they have something like infinite power
which they can easily share or 2. they just share the research and methods with
you since they are allied with you. Either way a major part of being in an alliance
is sharing what you have, whether information, support, resources, etc. so masteries
are merely one more thing that your alliance shares. If you have a shared mastery
you will also see a small icon just above the main box in the middle of your
game screen to remind you that you are sharing the benefits of a mastery that
you did not necessarily achieve yourself. 
WARNING: If a single camp with an especially important
mastery leaves your alliance, you will immediately lose the benefits of those
masteries. This means if you were depending on another camp's
Domestication and Recycler Prospecting masteries to keep your food and disposable
costs down, you will immediately have to rebuild, restaff, or add to your current
production, or you could suffer severe set backs
and losses, even to the point of your camp actually being considered DEAD.
Keep an eye on your Mastery page and your end
turn displays to make sure that you still have the shared masteries and
that you are getting the results that you should. Also, think carefully before
destroying all of the unneeded buildings covered by a shared mastery.
Please, if you are in an alliance and have even 1 mastery, have the courtesy
to warn the rest of the members before you leave to give them at least the knowledge
that they must now compensate that loss. It would be even better if you
could warn them when you start making preparations to leave (during the time
where you are rebuilding what you destroyed after gaining a shared mastery).
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