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.
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Mission Sponsors
International Mars Mission
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)
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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)
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)
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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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