So lets have a meta discussion to kill some time before release. Rate the commanders and tell us why you think they are good! My ratings are Ok, Good and Very Good and are subjective in relation to each other.
For reference: https://survivingmars.paradoxwikis.com/Commander_Profile
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)
I rate the Inventor as Very Good.
Fuel production increased by 25%
Bonus Tech: Arcology (unlocks a residential spire)
I rate the Oligarch as Very Good
Start with a Water deposit revealed
Domes consume 25% less Water
Bonus Tech: Water Reclamation (unlocks a spire which reduces Water consumption)
Minimum Comfort required for birth lowered by 15
Bonus Tech: Stem Reconstruction (colonist lifespan is increased)
I rate the Doctor as Ok.
Colonists recover 5 additional Sanity while resting in their homes
Bonus Tech: Behavioral Shaping (unlocks a Sanatorium spire which treats colonists' flaws)
I rate the Psychologist as Ok baseline but potentially Good in niche circumstances.
All Funding gains are increased by 20%
Bonus Tech: Martian Patents (repeatable tech that grants Funding)
I rate the Politician as Ok for sponsors that can easily get money and Very Good for poor sponsors.
Breakthrough techs are researched 30% faster
Bonus Tech: Autonomous Sensors (Sensor Towers no longer require Power or Maintenance)
I rate the Futurist Ok
Service Comfort of decorations increased by 10
Bonus Tech: Hanging Gardens (unlocks a spire which improves residences in the Dome)
I rate Ecologist as a high Ok, potentially Good.
Start with a Rare Metal deposit revealed
Extractor production increased by 10%
Bonus Tech: Deep Scanning (allows the scanning of sectors for deep deposits)
I rate Astrogeologist Good.
Start with an extra Rocket
Bonus Tech: CO2 Jet Propulsion (unlocks Shuttle Hub and long-range transportation)
I rate Rocket Scientist Good but only for sponsors with just 1 rocket starting out.
For reference: https://survivingmars.paradoxwikis.com/Commander_Profile
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)
I rate the Inventor as Very Good.
First on the Drone hubs. If I saw correctly they require machine parts to maintain. Cutting down your advanced resource maintenance cost is an excellent benefit. Even more so because the no power cost also means a bit fewer energy sources needed to build and maintain. Additionally the Autonomous Hubs tech is a breakthrough so its not something you can rely on to get every game and picking the Inventor means the breakthrough pool is one tech smaller. This perk alone would be enough for me to rate a commander as Good.
Now about the drone optimization. I suspect this is another unique bonus. I read it as drones do things faster, gradually getting better until they hit the maximum of this bonus at Sol 100. I'm pretty sure its a general bonus applied to all your drones, even those bought/made later. Its hard to say just how helpful this is but I'll upgrade the sponsor's rating by 1 for having it.
OligarchNow about the drone optimization. I suspect this is another unique bonus. I read it as drones do things faster, gradually getting better until they hit the maximum of this bonus at Sol 100. I'm pretty sure its a general bonus applied to all your drones, even those bought/made later. Its hard to say just how helpful this is but I'll upgrade the sponsor's rating by 1 for having it.
Fuel production increased by 25%
Bonus Tech: Arcology (unlocks a residential spire)
I rate the Oligarch as Very Good
The fuel bonus doesn't seem like a lot but go watch a lets play where they only have 1 or 2 rockets. They really feel that refueling time. Additionally there is the Fueled Extractors upgrade which the Oligarch is better at taking advantage of. This is an Ok bonus on its own.
The Arcology is where the real value is. I saw a video where someone built it. 3 times the housing and 10 more comfort than residences. Costs 70 or 80 concrete (a good bit but not so hard to get) and 10 polymers to make. 10 polymers requires a bit of fore thought but is not an amount that is going to break you in the early game. So its entirely possible to start with an Arcology in your first dome. This is more than just huge space savings on living quarters. The comfort means it'll be easy to get your colonists baby making. This will let you grow your population much more easily and not have to rely on applicants as much. This benefit puts the Oligarch at a very high Good on its own.
Hydro EngineerThe Arcology is where the real value is. I saw a video where someone built it. 3 times the housing and 10 more comfort than residences. Costs 70 or 80 concrete (a good bit but not so hard to get) and 10 polymers to make. 10 polymers requires a bit of fore thought but is not an amount that is going to break you in the early game. So its entirely possible to start with an Arcology in your first dome. This is more than just huge space savings on living quarters. The comfort means it'll be easy to get your colonists baby making. This will let you grow your population much more easily and not have to rely on applicants as much. This benefit puts the Oligarch at a very high Good on its own.
Start with a Water deposit revealed
Domes consume 25% less Water
Bonus Tech: Water Reclamation (unlocks a spire which reduces Water consumption)
I rate the Hydro Engineer as a high Good.The early water is a major convenience. Water and rare metals are your driving forces for early colony planning. So this is a big relief.
Domes chug a lot of water. So that 25% saves you a lot of infrastructure overall. Great bonus. Do want. Gimmie gimmie.
The Water spire is very nice. I suspect I'll be using it to create farm specialized domes eventually. It requires a good few workers and you likely don't have the resources to spare to build it early though. So it effectively saves you from having to research a technology.
DoctorDomes chug a lot of water. So that 25% saves you a lot of infrastructure overall. Great bonus. Do want. Gimmie gimmie.
The Water spire is very nice. I suspect I'll be using it to create farm specialized domes eventually. It requires a good few workers and you likely don't have the resources to spare to build it early though. So it effectively saves you from having to research a technology.
Minimum Comfort required for birth lowered by 15
Bonus Tech: Stem Reconstruction (colonist lifespan is increased)
I rate the Doctor as Ok.
Stem Reconstruction is nice to have but not great. The advantages of it are something that tend to come about after you have overcome the initial difficulty. Plus its not a breakthrough so everybody will get it eventually.
The minimum birth comfort seems great except from what I've seen its not so hard to exceed the comfort threshold as it is. The clinic with decent services is enough without any bonuses to get comfort high enough for breeding. Its made even more prominent by the fact that its competing with the Oligarch and the Arcology boosting comfort even more and providing lots of space for those kids.
PsychologistThe minimum birth comfort seems great except from what I've seen its not so hard to exceed the comfort threshold as it is. The clinic with decent services is enough without any bonuses to get comfort high enough for breeding. Its made even more prominent by the fact that its competing with the Oligarch and the Arcology boosting comfort even more and providing lots of space for those kids.
Colonists recover 5 additional Sanity while resting in their homes
Bonus Tech: Behavioral Shaping (unlocks a Sanatorium spire which treats colonists' flaws)
I rate the Psychologist as Ok baseline but potentially Good in niche circumstances.
Sanatorium is difficult to make in the beginning. It eats a simply huge amount of resources and doesn't directly contribute to establishing resource production. Additionally, generally around the time you'd unlock Sanatorium normally is when you've established yourself enough that you might be interested in making a "betterment" dome.
The sanity regain is potentially useful because disasters give your colonists the cray cray. So kick up the disasters, bring some cowards and let the Psychologist soothe their minds. I strongly suspect there is a mystery that inflicts the cray as well which the Psychologist makes much easier. Outside of those niches insanity doesn't seem to be a problem as long as you provide the necessary services.
PoliticianThe sanity regain is potentially useful because disasters give your colonists the cray cray. So kick up the disasters, bring some cowards and let the Psychologist soothe their minds. I strongly suspect there is a mystery that inflicts the cray as well which the Psychologist makes much easier. Outside of those niches insanity doesn't seem to be a problem as long as you provide the necessary services.
All Funding gains are increased by 20%
Bonus Tech: Martian Patents (repeatable tech that grants Funding)
I rate the Politician as Ok for sponsors that can easily get money and Very Good for poor sponsors.
Starting with a hit of Martian Patents is a huge boon to the poorer sponsors. That breathing room starting out makes things far easier. Money overall is very flexible for problem solving. So that 20% extra stays useful forever for everybody.
Futurist
Breakthrough techs are researched 30% faster
Bonus Tech: Autonomous Sensors (Sensor Towers no longer require Power or Maintenance)
I rate the Futurist Ok
Futurist is the weakest sponsor. You aren't going to get a lot of breakthroughs. They will comprise a tiny amount of your total research overall. So the 30% is effectively the worst of Commander perks.
Autonomous Sensors is a nice bonus to starting out. Less maintenance and power consumed in the beginning is obviously good. Also allows you to make lone sensor towers out in the boonies to speed up the scanning speed and get anomalies quicker. However compared to the benefits of other commanders this is a simple convenience. Not a powerful driving bonus.
EcologistAutonomous Sensors is a nice bonus to starting out. Less maintenance and power consumed in the beginning is obviously good. Also allows you to make lone sensor towers out in the boonies to speed up the scanning speed and get anomalies quicker. However compared to the benefits of other commanders this is a simple convenience. Not a powerful driving bonus.
Service Comfort of decorations increased by 10
Bonus Tech: Hanging Gardens (unlocks a spire which improves residences in the Dome)
I rate Ecologist as a high Ok, potentially Good.
A permanently better comfort provided to your pops is obviously a good thing. Makes thing a bit easier starting out and is a relevant bonus for the late game.
Hanging Gardens I simply don't know enough about. Its competing for space with the Arcology which makes me wary of its usefulness. Even moreso that spires tend to require a lot of workers to function which are in high demand in the early game.
AstrogeologistHanging Gardens I simply don't know enough about. Its competing for space with the Arcology which makes me wary of its usefulness. Even moreso that spires tend to require a lot of workers to function which are in high demand in the early game.
Start with a Rare Metal deposit revealed
Extractor production increased by 10%
Bonus Tech: Deep Scanning (allows the scanning of sectors for deep deposits)
I rate Astrogeologist Good.
Starting with a revealed Rare Metal is very convenient. Water and rare metal are two things you are looking for early on for planning your initial set up. Rare metal is especially important early on when you are broke so knowing you can rely on having exports right away is a relief.
Starting with Deep Scanning is a major time saver. It tends to land in the tech tree after techs cease to be cheap and saves you a step in actually getting deep metals. Also saves you a ton of clicks and time spent rescanning everything. Also allows you to better plan your eventual final set up.
The extractor production is a very valuable bonus. The speed that you can extract resources is the primary throttling mechanism for expanding.
Rocket ScientistStarting with Deep Scanning is a major time saver. It tends to land in the tech tree after techs cease to be cheap and saves you a step in actually getting deep metals. Also saves you a ton of clicks and time spent rescanning everything. Also allows you to better plan your eventual final set up.
The extractor production is a very valuable bonus. The speed that you can extract resources is the primary throttling mechanism for expanding.
Start with an extra Rocket
Bonus Tech: CO2 Jet Propulsion (unlocks Shuttle Hub and long-range transportation)
I rate Rocket Scientist Good but only for sponsors with just 1 rocket starting out.
So here is the thing with Rocket Scientist. It is pure starting benefit that you can grow out of but is a huge quality of life increase if you are rocket poor. It can make or break the game for the harder sponsors and is absolutely useless to most of the easier sponsors.
Shuttle Hubs are wonderful but they are hardly a late game tech. Saves you having to research a tech but overall far from a unique bonus and definitely one that you out grow.
Shuttle Hubs are wonderful but they are hardly a late game tech. Saves you having to research a tech but overall far from a unique bonus and definitely one that you out grow.