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Promethian

Field Marshal
44 Badges
Feb 2, 2016
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I did a thread on this pre release and now that everybody knows the game better I think its time for a redux. I think each should be rated based on early game and late game utility. Also, I'll use a 3 point scale. 1 for minimal to no utility. 2 for functional but not extraordinary utility. 3 for extraordinary utility.

I won't clog up the post with the description of every commander. If you need a reminder of what each does I suggest the wonderful Paradox Wiki article on them: https://survivingmars.paradoxwikis.com/Commander_Profile


Inventor
Early game: 3
Late game: 3​

Autonomous Drone Hubs is worth a 3 in and of itself. Early game saving electronics maintenance is a huge deal. Late game you have enough drone hubs that the electronics maintenance savings stays relevant. Add on that your drones gradually become better as time passes and Inventor is a very powerful commander.

Oligarch
Early game: 3
Late game: 1
Arcology is a massively impactful building in small domes. The space savings from having an Arcology in your starting dome is a very big deal and makes things much easier. But its benefit doesn't end there. Its also high base comfort so its easy to start generating the master race...I mean martianborn. Obviously Arcology is a no utility late game bonus because you can research it eventually on everybody.

The bonus fuel production is nice but not game changing. Early its a great bonus to getting your rocket turnover a bit faster. Later it just translates into needing fewer fuel refineries. In the grand scheme fuel refineries are cheap so minimal utility.

Hydro Engineer
Early game: 2
Late game: 2
Assured water near you at start. Great, like it. Water savings on domes. A small starting bonus that grows dramatically the more domes you make. Do not underestimate how much water your domes are drinking up. The water spire is unfortunately a filler pick. It fits thematically but its a tier 1 tech that often lands in the 1000 cost bracket. Still for the water savings alone and starting water deposit it gets a solid 2 in both early and late.

Doctor
Early game: 2
Late game: 1
Starting with the longer life span is good. Not great though because its not something you'll feel for quite a while. Also its something you'll be researching eventually so no late game utility.

The lowered birth comfort threshold is also good but not great. With the infirmary it gets the comfort threshold down to 35 which is the base comfort of the apartments. That is fine but if you are doing things right its not needed. Late game its very easy to have high comfort even in apartments. So Doctor is a functional early game pick with both its late game perks getting made obsolete in late game.

Psychologist
Early game: 2
Late game: 2
Early on you need your people working. Not sitting in a Sanitorium. Still you tend to be able to free up your workers for self improvement before it becomes convenient to research the Sanitorium.

The extra sanity regain would be great if it worked. I am rating as if it were functional. The thing about sanity breaks is they aren't emphasized enough. The first time you get a notification. Then the breaks happen invisibly and they typically either recover with no downside or get a negative trait. The Psychologist bonus recovery would reduce the occurrence rate dramatically.

Politician
Early game: 3
Late game: 3
500M starting cash and 20% more cash from all gains. Money translates into almost anything you like and your colony survives in those early days on the money from its exports. Later having the ability to supplement whatever you want with a cargo rocket is no small thing.

Futurist
Early game: 1
Late game: 1
Futurist is famous for being the commander with the highest score bonus because it has the worst bonuses. Does it deserve this? Oh...yes. Autonomous sensors is a tier 1 tech. Its a high priority tier 1 tech but still just tier 1. As for the breakthrough research bonus its...there and it works. A little bit less time spent on research isn't going to be turning any heads. Though it does make some of the Mysteries much easier. *cough* Wildfire *cough* Still overall the weakest commander so if you want your commander to have the least impact possible this is the way to go.

Ecologist
Early game: 2
Late game: 1
The main benefit of Ecologist is having early access to the Hanging Garden. 30 more comfort in the entire dome is highly functional and useful. Brings apartments over the birth threshold and boosts morale which is an overall productivity increase. If you can swing the 2 water cost which is twice what a small dome drinks. The comfort bonus to decorations is ironically overshadowed by the Hanging Garden which performs the same role as decorations (meets the same interests) but is better at it.

Astrogeologist
Early game: 3
Late game: 2
10% better extractors stays good forever. You absolutely must build your first dome in range of rare metals so assured starting rare metals deposit is very good. Starting with deep scanning is my favorite of these bonuses though. Its not just a bonus to Blue Sun. There is a layer of anomalies in deep scanning. So your early game is boosted significantly by getting access to those anomalies.

Rocket Scientist
Early game: 2
Late game: 1
These ratings are for the hard sponsors. If you already have 6 rockets this sponsor is almost completely useless.

A second rocket when you only have 1 is a good quality of life improvement. However its honestly not so good as to call it exceptional. Early on with the hard sponsors you are limited by your fuel generation as much as your lack of rockets. You might not have the spare water to run extra fuel refineries. Your overall resources are already stretched thin enough its not always possible to pay the extra cost to make that 2nd rocket fully functional. Still it is very nice to have that extra rocket sitting back at earth if you realize you will be needing more resources soon. So its a solid 2. Definitely functional.

Starting with the Shuttle Hub tech is nice. It lets you expand to far flung locations sooner and saves on having to do the early game robotics rush to get the tech.
 
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I always use Astrogeologist, since on each map you'r guaranteed to have your money coming early.
Furthermore, when the maps are already scanned and I found better spot to start the colony, I'll restart the map and start on the better spot instead. But if I don't found it, eh, already generating money anyway.
 
I always use Astrogeologist, since on each map you'r guaranteed to have your money coming early.
Furthermore, when the maps are already scanned and I found better spot to start the colony, I'll restart the map and start on the better spot instead. But if I don't found it, eh, already generating money anyway.
Funny thing. I never have trouble finding rare metals for my first dome. So that bonus is just a tiny part of my top rating for early game. The faster extraction and deep scanning are much bigger factors.
 
I like the futurist... very compatible with the strategy of laying down a few sensor towers early and scanning a lot before you build much of anything. Also nice synergy with Paradox for a hard run.
 
I think that the Ecologist is better than the Oligarch.

An Arcology gets you one building with a high comfort. The Hanging Gardens makes all your buildings high comfort This lets you use apartments everywhere for the massive housing while still having a very high comfort. Water is easy enough to get from adding more evaporators and more tanks but an extra 30 comfort is huge.
 
I think that the Ecologist is better than the Oligarch.

An Arcology gets you one building with a high comfort. The Hanging Gardens makes all your buildings high comfort This lets you use apartments everywhere for the massive housing while still having a very high comfort. Water is easy enough to get from adding more evaporators and more tanks but an extra 30 comfort is huge.
What's the construction and maintenance difference? I've never built a hanging garden, so I'm curious how that stacks up to the arcology's 10 polymers up front and 4 polymers maintenance. Oligarch's benefits are a lot weaker on the higher difficulty sponsors because of that extreme resource cost.
 
I personally prefer the Astrogeologist. Deep scanning is effectively doubling your scanning speed and helps you quickly find anomalies (the "deep" anomalies don't need specific tech) which greatly benefits you on the research-side of things, and it allows you to better plan for the future as you already know where the deep deposits are.

I don't really understand why he gets such a high difficulty modifier when he is in fact making a lot of things easier:

- His tech doesn't come with any extra cost like the commanders that come with spire buildings (those would be far better if they came with a free prefab).
- His passive bonus might not be impressive, but it does speed things up and we all know how easier the game gets as it goes on.
 
I like the futurist... very compatible with the strategy of laying down a few sensor towers early and scanning a lot before you build much of anything. Also nice synergy with Paradox for a hard run.

I like that combo too. In my current game (Paradox sponsor, futurist, max meteor , inflation, Hunger and wildfire at random) I was pretty happy to get The -30% breakthrough ressearch.
 
What's the construction and maintenance difference? I've never built a hanging garden, so I'm curious how that stacks up to the arcology's 10 polymers up front and 4 polymers maintenance. Oligarch's benefits are a lot weaker on the higher difficulty sponsors because of that extreme resource cost.
Similar build cost but the Hanging Garden needs 2 water while the Arcology needs the polymers. I play the Paradox sponsor almost exclusively and I have never had trouble building Arcologies or maintaining them. Polymers are cheap and setting up the factory for them is easy. The cost of Arcology seems high but in dome buildings degrade really slowly.