Exactly 50 Engineers. You will gain 1 Gravely Ill Worker later, and that's it.
No Outposts.
The easiest scenario overall. On Extreme, the rush to get your first Hothouse online is tense, but it's still a very easy scenario.
Unique tech in Industry and Exploration:
Automaton Scouts
Costs 20 Wood.
6/8/12/14 hours needed with 1 Workshop at 100%.
Tier: 1
Requires: Beacon.
Raises Scout Team limit by 1, and allows Automaton Scouts to be deployed, which cost 60 Wood, 60 Steel, 200 Coal, and an Automaton. Automaon Scouts travel 25% faster than regular Scout Teams, but are otherwise identical in function.
I like the idea of Automaton Scouts, but, uh, no.
First of all, Automaton Scouts being inexplicably super-expensive to deploy is really killer to their potential. It's really, really difficult to fit in tying up so much of your resources in the early game, and later in the run when you might not find the cost terribly burdensome, itt's too late: you can easily get everything scouted off two regular Scout Teams. Which incidentally makes it underwhelming that Automaton Scouts ar slightly faster as the only appeal to using them.
Second, the entire idea feels ignorant of Scout mechanic implications. Sending 5 of your Engineers off to scout reduces your food consumption by 5 per day and ensures those 5 Engineers won't need medical treatment, and sending off an Automaton simply lacks an equivalent benefit.
Third, Automaton Scouts-the-tech is a dead-end tech that leads to nothing else. You should always grab More Scouts so you can ultimately get the Scout speed upgrades, whereas Automaton Scouts can be entirely ignored without consequence.
Overall, I wish The Arks had had Automaton Scouts replace More Scouts in the tech tree so you would at least have cause to grab it on the way to other techs. I would also have been okay with The Arks committing to the bit and making it so you can only deploy Automatons as scouts, not Engineers. This particular choice just ends up somewhere from 'pointless' to 'obnoxious newbie trap'.
No Outpost researches available. No Hunters Hut, and no techs for upgrading it. You also initially have the Factory and everyhing gated behind it unavailable, but you get the Factory tech from scouting and its unlocks are revealed at that point.
Seedling Ark
Size 6x4
Heat +1
If this building's Heat is -3 or worse, a gauge will begin draining on it very slowly. If this gauge fully drains on any Seedling Ark, the scenario ends immediately in failure. When at -2 Heat or better, the gauge will instead slowly refill.
Since the gauge drains and fills slowly, optimal play involves eg turning off the Heaters on Seedling Arks to save Coal, letting them drain to half the gauge or whatever, then warming them up enough to refill the gauge, repeating infinitely throughout the scenario.