Surviving Mars: Sponsor and Commander Perks List

Surviving Mars Sponsor and Commander Perks List

There will be challenges to overcome. Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.

Other Surviving Mars Guides:

A list of the sponsor and commander perks for people like me who forgot what their perk was 5 minutes into the game.

Introduction
This is a quick card for the perks given by the various mission sponsors and commander types.

If you are like me, I totally forgot what my perks were 5 minutes in, and I was having a lot of difficulty finding where it has it in the GUI once in game.

So without further delay, here they are in order that they appear in the game menu:

Sponsors

The sponsors and their perks, in the order that they are in the game menu:

Internation Mars Mission
Starting Rockets: 5
Difficulty: Very Easy
Funding: $30,000 M
Research per Sol: 300
Rare Metals Price: $25 M
Starting Applicants: 200
Large Rocket Payload – 70,000 kg
Colonists never get earthsick
Food supply from passenger rocket increased (x10)
Rockets synthesize fuel

USA
Starting Rockets: 3
Difficulty: Easy
Funding: $8,000 M
Research per Sol: 300
Rare Metals Price: $25 M
Starting Applicants: 100
Large Rocket Payload – 70,000 kg
Periodic Additional Funding

Blue Sun Corporation
Starting Rockets: 2
Difficulty: Easy
Funding: $10,000 M
Research per Sol: 100
Rare Metals Price: $30 M
Starting Applicants: 100
Can buy applicants with funding
Additional rockets significantly cheaper
Probes can discover deep rare metal deposits
Bonus tech: Deep Metal Extraction (extractors can exploit deep metal deposits)

China
Starting Rockets: 3
Difficulty: Very Easy
Funding: $8,000 M
Research per Sol: 100
Rare Metals Price: $25 M
Starting Applicants: 200
Passenger Rockets carry 10 additional colonists
Applicants are generated twice as fast

India
Starting Rockets: 3
Difficulty: Normal
Funding: $7,000 M
Research per Sol: 100
Rare Metals Price: $24 M
Starting Applicants: 150
All building costs are reduced by 20%
Bonus Tech: Low-G Engineering (Medium Dome Unlocked)

Europe
Starting Rockets: 1
Difficulty: Normal
Funding: $6,000 M
Research per Sol: 400
Rare Metals Price: $22 M
Starting Applicants: 100
5 extra starting technologies
Gain funding every time a tech is researched, double if it is a breakthrough tech

SpaceY
Starting Rockets: 5
Difficulty: Normal
Funding: $6,000 M
Research per Sol: 200
Rare Metals Price: $20 M
Starting Applicants: 75
Drone Hubs start with additional drones
50% cheaper advanced resources

Church of the New Ark
Starting Rockets: 1
Difficulty: Hard
Funding: $4,000 M
Research per Sol: 0
Rare Metals Price: $20 M
Starting Applicants: 120
All colonists have religious trait
Birthrate is doubled
Hydroponic Farms performance reduced by 50 (drawback)

Russia
Starting Rockets: 2
Difficulty: Hard
Funding: $5,000 M
Research per Sol: 200
Rare Metals Price: $22 M
Starting Applicants: 100
Bonus tech: Fueled Extractors (improve extractor performance by using fuel)
Fueled Extractors upgrade is free
Fuel Refinery Prefab costs 50% less
Rockets have extended travel time (drawback)

Paradox Interactive
Starting Rockets: 1
Difficulty: Hard
Funding: $4,000 M
Research per Sol: 100
Rare Metals Price: $24 M
Starting Applicants: 75
Discover more breakthrough anomalies
Researching a breakthrough tech grants applicants
Rockets require more fuel to launch (drawback)

Commanders

The commander profiles, in order as they appear in the menu:

Inventor
Drones are gradually optimized to work and construct faster until Sol 100
Bonus tech: Autonomous Hubs (Breakthrough tech, Drone hubs no longer require power or maintenance)

Oligarch
Fuel production increased by 25%
Bonus tech: Arcology (unlocks a residential spire)

Hydro Engineer
Start with a water deposit revealed
Domes consume 25% less water
Bonus tech: Water Reclamation (unlocks a spire which reduces water consumption)

Doctor
Minimum comfort required for birth reduced by 15
Bonus tech: Stem Reconstruction (colonist lifespan increased)

Psychologist
Colonists recover 5 sanity while resting in their homes
Bonus tech: Behavioral Shaping (unlocks a Sanatorium spire which treats colonists’ flaws)

Politician
All funding gains are increased by 20%
Bonus tech: Martian Patents (repeatable tech that grants funding)

Futurist
Breakthrough techs are researched 30% faster
Bonus tech: Autonomous Sensors (Sensor towers no longer require power or maintenance)

Ecologist
Service comfort of decorations increased by 10
Bonus tech: Hanging Gards (unlocks a spire which improves residences in the dome)

Astrogeologist
Start with a rare metal desposit revealed
Extractor production increased by 10%
Bonus tech: Deep Scanning (allows the scanning of sectors for deep deposits)

Rocket Scientist
Start with an extra rocket
Bonus tech: Co2 Jet Propulsion (unlocks shuttle hub and long-range transportation)

It’s end. I hope “Sponsor and Commander Perks List” guide helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.

More of this sort of thing:

Total
0
Shares
Leave a Reply

Your email address will not be published. Required fields are marked *


Written by PringleMan