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May 7, 2016
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Good Day to you all, After Watching the Quill18 video on this game, I saw no one has really posted any info on the game, not even the devs.

so I spent some time writing down the starter stuff, that we maybe able to pick from when we get the game.

Also each sponsor modifies the export price of rare metals which was missing from their description but I'm hoping that the text addition will make it in to the release build.

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Mission Sponsors


International Mars Mission


IMM will start with 30 billion funding instead of 20 billion.

Starting Rockets: 5
Difficulty: Very Easy

Starting Funding: $30,000 M (Was 20,000 M in the Alpha)
Research per Sol: 300
Starting Applicants: 100

- Large Rocket payload (70,000 kg)
- Colonists never get Earth Sick
- Food Supply from Passenger Rockets increased (x10)
- Rockets synthesize Fuel


USA


Starting Rockets: 3
Difficulty: Easy

Starting Funding: $8,000 M
Research per Sol: 300
Starting Applicants: 50

- Large Rocket payload (70,000 kg)
- Periodic Additional Funding


Blue Sun Corporation

Starting Rockets: 2
Difficulty: Easy

Starting Funding: $10,000 M
Research per Sol: 100
Starting Applicants: 50

- Can buy Applicants with Funding
- Additional Rockets are significantly cheaper
- Probes can discover deep Rare Metal deposits
- Bonus Tech: Deep Metal Extraction (can extract deep metals and deep rare metals deposits)


China


Starting Rockets: 3
Difficulty: Easy

Starting Funding: $8,000 M
Research per Sol: 200
Starting Applicants: 100

- Passenger Rockets carry 10 additional colonists
- Applicants are generated twice as fast


Europe

Starting Rockets: 2
Difficulty: Normal

Starting Funding: $6,000 M
Research per Sol: 400
Starting Applicants: 50

- 5 extra starting technologies
- Gain Funding every time a tech is researched. Gain double if it’s a Breakthrough tech


SpaceY

Starting Rockets: 5
Difficulty: Normal

Starting Funding: $6,000 M
Research per Sol: 200
Starting Applicants: 38

- Drone Hubs start with additional Drones
- 50% cheaper advanced resources


Church of the New Ark

Starting Rockets: 1
Difficulty: Hard

Starting Funding: $4,000 M
Research per Sol: 0
Starting Applicants: 60

- All Colonists have the Religious trait
- Birthrate is doubled
- Hydroponic Farms performance reduced by 50 (drawback)


Russia

Starting Rockets: 2
Difficulty: Hard

Starting Funding: $5,000 M
Research per Sol: 200
Starting Applicants: 50

- Bonus Tech: Fueled Extractors (extractor upgrade that boosts production but consumes Fuel)
- Fueled Extractors upgrade is free
- Fuel Refinery prefab costs 50% less
- Rockets have extended travel time (drawback)

----------------------------------------------------------------------------------------------------

Commander Profiles


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 lowered by 15
- Bonus Tech: Stem Reconstruction (colonist lifespan is increased)


Psychologist

- Colonists recover 5 additional 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 Gardens (unlocks a spire which improves residences in the Dome)


Astrogeology

- Start with a Rare Metal deposit revealed
- Extractor production increased by 10%
- Bonus Tech: Deep Scanning (allows the scanning of sectors for deep deposits)


Rocket Scientist

- Starts with an extra Rocket
- Bonus Tech: CO2 Jet Propulsion (unlocks Shuttle hub and long-rage transportation)
 
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Be aware, all those Mission Sponsors are place holders at the moment, meaning they are subject to change on any level at any time before release. While I did not hear that about the Commander Profiles, I have seen many of them change just during the time "Let's Play!" has been airing. So thanks for the effort, but it may be undone before release.
 
Be aware, all those Mission Sponsors are place holders at the moment, meaning they are subject to change on any level at any time before release. While I did not hear that about the Commander Profiles, I have seen many of them change just during the time "Let's Play!" has been airing. So thanks for the effort, but it may be undone before release.
Yea, that’s why I said we maybe able to pick from.

I just wish there was more information on and about the building and other stuff that is in the game.
After all they are going to be releasing the game next month, so it would be great to have more on it.
 
Yea, that’s why I said we maybe able to pick from.
I just wish there was more information on and about the building and other stuff that is in the game.
After all they are going to be releasing the game next month, so it would be great to have more on it.

I think this is to come in the last weeks before release. I've seen that in other games before.
 
I'm pretty sure at this point, with release only a couple weeks away, that the mission sponsors are pretty much set, though the exact values of the bonuses they provide may be tweaked.
 
Yes the stats here are prety much final. IMM will start with 30 billion funding instead of 20 billion. Also each sponsor modifies the export price of rare metals which was missing from their description but I'm hoping that the text addition will make it in to the release build.
 
Yes the stats here are prety much final. IMM will start with 30 billion funding instead of 20 billion. Also each sponsor modifies the export price of rare metals which was missing from their description but I'm hoping that the text addition will make it in to the release build.

I edited my first post to update it with that information. We eagerly await more.

can't wait to try a Europe game with a Politician commander profile loadout, just to try and research all this game has to offer, as I learn how to play it

I am looking forward to playing this game.
 
Yes the stats here are prety much final. IMM will start with 30 billion funding instead of 20 billion. Also each sponsor modifies the export price of rare metals which was missing from their description but I'm hoping that the text addition will make it in to the release build.

How easy will it be to mod these, or will we be able to customize it in-game (like I did with my Fascist Oligarchy the Iron Republic of Tropica)?
 
But will archievments count when you use mod's? And how does it work with the difficulty setting when you use mod's?
Definitely interested in the answer to this. Going by the Paradox track record mods will likely disable achievements (makes sense), but maybe someone can make a mod that re-enables them with mods like for Cities: Skylines.

The tidbit of info I wanted to add is that in one of the early Europe Let's Plays (1 or 2) they mentioned an unlockable Paradox sponsor which would be more difficult than Russia and said it may be obtainable by preorder. Not sure if that ever got implemented or if it was only an idea they had floating around the office. Confirmation on this would be great.
 
How easy will it be to mod these, or will we be able to customize it in-game (like I did with my Fascist Oligarchy the Iron Republic of Tropica)?

You can indeed create new sponsors and profiles via mods. In fact I think that's a perfect way to encapsulate a mod as the effects of the sponsor will affect only a playthrough with that sponsor. I am sure there will be some very wacky and fun new sponsors mods soon after release. As for how easy it is to mod sponsors - the basic parameters and gameplay constants are pretty straightforward, something more complex will of course require more advanced modding skills.

But will archievments count when you use mod's? And how does it work with the difficulty setting when you use mod's?

Achievements are not affected by mods, meaning that you can complete achievements when playing with mods.
 
You can indeed create new sponsors and profiles via mods. In fact I think that's a perfect way to encapsulate a mod as the effects of the sponsor will affect only a playthrough with that sponsor. I am sure there will be some very wacky and fun new sponsors mods soon after release. As for how easy it is to mod sponsors - the basic parameters and gameplay constants are pretty straightforward, something more complex will of course require more advanced modding skills.

Will we be able to modify the rocket used by a sponsor (by modding a new sponsor, e.g. like a russian compagny without BFR)? If yes, is it something doable with maya like Stellaris ships?

Thanks in advance for the reply and keep up the good work.
 
You can import art assets via the provided modding tools, and use them in the game, including to replace rockets.
The initial release of the modding tools includes an exporter from Blender, but we might support other DCC tools if there is sufficient interest.
 
The tidbit of info I wanted to add is that in one of the early Europe Let's Plays (1 or 2) they mentioned an unlockable Paradox sponsor which would be more difficult than Russia and said it may be obtainable by preorder. Not sure if that ever got implemented or if it was only an idea they had floating around the office. Confirmation on this would be great.

Its existence has been confirmed by way of Quill18's LP on Youtube, though I'm not sure how those of us who didn't get advance copies of this game will get it. If I had to guess, you're probably right about it being a pre-order bonus. If one plays the following video, it can be found at the 44 second mark.