Surviving Mars

Surviving Mars

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3.752 MB
Dec 1, 2020 @ 11:07am
Nov 26, 2022 @ 4:48am
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NOTE!!! "NEED DLC SPACE RACE AND GREEN PLANET IN ORDER TO WORK

This is the sponsors that recently was included in More Commander Profiles, will update this one with more Mission Sponsors as I get more ideas.

# Gaia's Stepdaughters - Mission Sponsor

In the great commons at Gaia's Landing we have a tall and particularly beautiful monument, raised at the time of the first colonies. It represents our promise to the people, and to Mars itself, never to repeat the tragedy of Earth.

Research per Sol: 100

Rare Metals price: 18

- All Terraforming techs are 50% cheaper for research

- Breakthrough: Resilient Vegetation

- All colonist starts with the hippie trait


# Meklon

Earth is lost, only the machines remains, like commander profile Meklar you will have automated factories, but also all research buildings and all factories will be automated at 35% If you decide to go with the Meklar the bonus is cumulative to 70%.

Grants techs

The Positronic Brain

Service Bots

Rover Command AI

Drone Printing

All colonists you want to bring from the remnents of earth will have the Biorobat trait, mening they will live forever but cant reproduce. If you go with the rule The Last Ark, remember that all additional colonists needs to be manufactured.

Drawback is 35% more expensive techs cumulative with Meklar to 60%, also rare metals are not so rare anymore 10$ each.


# Outcasts

In an expanding universe, time is on the side of the outcast. Those who once inhabited the suburbs of human contempt find that without changing their address they eventually live in the metropolis. -Quentin Crisp

Birthrate is doubled

Farms, Pastures and Factories performance increased by 50%

Gain funds from researched technologies

Less cargo space on rockets, but more space for colonists +10

drawback
- All colonists starts with the refugee trait (Untrained for life on Mars, which results in decreased performance at all jobs. Cannot be Earthsick.High chance to become a Renegade. Worker Performance -50 for 5 Sols.)

Researching is slower -25%


# The Cylons

The Cylons tried to live on Caprica and failed, will they succeed on Mars?

Techs:

Service Bots

The Positronic Brain

Printed Electronics

Drone Printing (also automated 50%)

All colonist starts with Genius trait

Drawback:

Androids cost 25 metal each

Can't import colonists (unless refugee event/mystery)

All research buildings produce 50% less research

Only one starting tech to research, you will have to scan Tech anomalies to unlock more tech fields


# Challenge Sponsor - Dune
He who controls the Spice, controls the universe!

Techs

All colonists gain the Survivor trait - (Loses less Health without food, water, oxygen or when living in an unpowered Dome.)

Ark Pod - Colonist may land on mars even in dust storms

Advance resources cost and weight 50% less

Nano Refinement - The water deposits never runs dry

Utility Crops - Unlock new crops in Farms and Hydroponic Farms that provide Oxygen and improve soil quality.

Automated Hydroponic farm - So people can breath

Drawback

When you have produced 20 concrete an dust storm arise, when you have produced 25 concrete the dust storm is endless.
Endless Dust Storm (unless terraforming)

Because of the chaotic storm all pods need better hulls and cost 200M


# Challenge Sponsor - Surviving Pluto
Nothing burns like the cold

Techs:

Autonomous Sensors

Surface Heater

Drawback:

After the first power building has been built, an endless cold wave arise
Endless Cold Wave (unless terraforming)


For bug reports and feedback
DISCORD: Zavichij#4062
29 Comments
Zavichij  [author] Nov 16, 2021 @ 4:10pm 
ajacksonian: That sounds like a awesome gameplay :D
ajacksonian Nov 15, 2021 @ 6:58pm 
Just finished Dune using Silva's UCP and Varlus' mods (plus a few others like Oxygen Algae), and it was an intensive infrastructure build. Going underground as soon as possible was a big help, very much like what the Fremen do in Dune. This is the first playthrough where water was a knife edge thing until I could get enough power to get Varlus' Core Water going. That was also a Fremen concept of tapping deep water resources to localize them. Very satisfying yet also requiring a lot of micromanagement. With leaky pipes and cables breaking all the time, and never getting a breaktrhough on either, it was a near thing a couple of times. Getting the sky to clear, it felt like a real reward! Bravo!
Zavichij  [author] Nov 3, 2021 @ 3:33pm 
Grimm must be some mod conflict on your end, the farms show the crops when I use only this mod and play as Dune.
Zavichij  [author] Nov 3, 2021 @ 3:25pm 
ajacksonian I looked at his code and he writes in the code that he took it shameless from Expanded Cheat Menu, so I did the same and just put the code in this mod. xD So if this mod is active no matter the sponsor chosen it should make all farms produce oxygen.
BLÀde Nov 3, 2021 @ 1:24pm 
Grimm Nov 3, 2021 @ 11:35am 
Idk if its just me but for some reason farms are not showing the plant variants after built even though i start with the tech using the Dune commander. Any Idea?
ajacksonian Nov 3, 2021 @ 8:58am 
For the Dune mod, you might want to look at Farms Produce Oxygen and ask the mod author if you can update it for use in this mod. There was also a separate forest dome that produced oxygen, but it looks to have been pulled down. The FPO mod also lets the parks and garden decoration contribute to oxygen production, so would fit the Dune theme pretty well.
Zavichij  [author] Sep 16, 2021 @ 4:31am 
I solved it temporary, I had to remove all the unique buildings from the mod, will try to bring them back when I find a solution.
Zavichij  [author] Sep 16, 2021 @ 4:02am 
Now this is interesting and also very anoying, If I play this mod on a copy of SM with the latest DLC, disabled or enabled, the meny works fine. When I try this mod on a copy of SM without the latest DLC the error you describe happens.

I have not added anything from the new DLC to this mod, but still without the DLC its not working. I don't know how to fix this, I guess paradox needs to fix the game before this can be fixed... -.-'
BLÀde Sep 15, 2021 @ 11:47pm 
i started a test new game with just this mod active didn't select anything just left default selections quickly pushed next and than random start location. error appears with just this mod active