Recruits (or captains) are a huge game changer for pilots. There are recruits to make production faster and cheaper, make research faster and cheaper, pull in more rewards faster when placed on mining or bounty dispatches, and others that make great wingmen. However, they all will add to your overall bonuses through the career bonus. When I hold classes on this topic, it is generally 2-3 hours long!! That is how important this section of the gameplay is. Due to this being such a massive discussion, I will put links below to jump to each individual topic. For those who are members of Red Star Alliance and verified on our Discord, you can view recorded classes in our membership section.
Obtaining Recruits
Recruits are obtained by rolling recruit contracts. There IS a method to doing this! Make sure you review recruit rolling BEFORE using contracts!!!
Recruit Research
The first place to start with recruits, is often the place overlooked. Recruit research should be started while you’re still in the main story. Engineering, license research, and recruits are very important at this stage of the game. However, most people will begin with just the dispatch trees. While this is good, you will want to begin adding in the recruit attack, defense, and electronics, as soon as you start getting T1 ships fully licensed!
Recruit Jobs
Now that we’ve covered the basic research, let’s dive into the different jobs the recruits have and how they should be chipped.
- Research Slaves
- Production Slaves
- Mining/Bounty
- Wingmen
- Microchip Farming
- Career Bonus
- Galactic Legends