Surviving Mars - Sponsor and Commander Perks List

Surviving Mars - Sponsor and Commander Perks List

Surviving Mars - Sponsor and Commander Perks List image 0

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:
  • Starting Checklist (Tips for Beginners).
  • Basic Startup Guide to Self-Sufficiency.

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: 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
India
  • 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
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: 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
Church Of The New Ark
  • 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
Russia
  • 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)
Paradox Interactive
  • 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

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)
Source: https://gameplay.tips/guides/2181-surviving-mars.html					

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