Surviving Mars - Sponsor and Commander Perks List
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Surviving Mars - Sponsor and Commander Perks List

By PringleMan   /   Mar 16, 2018     Guides
Surviving Mars - Sponsor and Commander Perks List

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

Other Surviving Mars Guides:


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 (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)

Inventor

  • 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)
Written by PringleMan.