| Profile | Effects | Tech | Prefab or Unit | Group |
|---|---|---|---|---|
| Hydro Engineer | Fuel Refineries require 25% less Water | 14,625 research Water Conservation System (Biotech) - Domes -50% Water |
Water Reclamation System | ![]() |
| Prospector | Start with a Water deposit revealed | 13,000 research Deep Water Extraction (Physics) - exploit deep Water |
Large Lake | ![]() |
| Logistician | Prefab costs reduced by 25% | 3,000 research Prefab Compression (Breakthrough) - Spires as prefabs |
RC Transport | ![]() |
| Ecologist | Farms consume 50% less Water | 1,400 research Soil Adaptation (Biotech) - unlocks the Farm |
Hanging Gardens | ![]() |
| Professor | Outsourcing Research costs 20% less Funding | 3,750 research Martianborn Adaptability (Biotech) - faster Martianborn graduation |
University | Colonist |
| Doctor | Births behave as if colonists had 15 more Comfort | 14,625 research Stem Reconstruction (Biotech) - increase colonist lifespan |
Smart Complex | Colonist |
| Psychologist | Colonists recover 5 additional Sanity while resting in their homes | 18,000 research Behavioral Melding (Social) - flaws become Perks |
Sanatorium | Colonist |
| City Mayor | 20 more Comfort from gardens and decorations | 14,625 research Home Collective (Social) - residences give more Comfort |
Medium Dome | Colonist |
| Nuclear Physicist | Power Accumulator and Atomic Accumulator store 25% more energy | 8,500 research Nuclear Fusion (Physics) - unlocks the Fusion Reactor |
2x Atomic Accumulator | Economy |
| Geologist | Start with a Rare Metal deposit revealed | 4,500 research Deep Scanning (Physics) - scan deep deposits |
Waste Rock Processor | Economy |
| Rocket Scientist | Scientists get +5 Performance | 1,400 research Advanced Martian Engines (Engineering) - Rockets need less Fuel |
Extra Rocket | Economy |
| Inventor | Drones are gradually optimized to work and construct faster (to +50% by Sol 100) | 3,000 research Autonomous Hubs (Breakthrough) - self-sufficient Drone Hubs |
2x Drone Hub | Economy |
| Oligarch | Fuel production increased by 25% | 9,000 research Fueled Extractors (Robotics) - Fuel boosts Extractors |
Arcology | Other |
| Futurist | Breakthrough techs are researched 30% faster | 1,400 research Autonomous Sensors (Physics) - self-sufficient Sensor Towers |
RC Explorer | Other |
| Geo Engineer | Seeds import cost reduced by 50% | 3,000 research Designed Forestation (Breakthrough) - forests spawn Vistas |
2x GHG Factory; 2x Forestation Plant | Other |
| Transport Tycoon | Stations require 50% less maintenance | 2,000 research Luxurious Trains (Social) - no travel Comfort penalty |
2x Large Station; RC Commander | Other |
You do not pick a commander at setup: the colony starts with none, and a click notification at colony start offers a random three of these to choose from. Each profile gives three things: a unique Effect (perk), one free Tech already researched, and one Prefab or Unit (a free building, or a unit such as a rocket). For the unchanged base-game effects, see the vanilla Commander Profiles page.
By design no commander tech is also a sponsor starting tech.
Each profile has a Group, and the colony-start choice tries to offer three profiles from different groups so they span different playstyles. The four groups:
The offer avoids same-group duplicates whenever the checked pool allows; it cannot be guaranteed when the player narrows the pool to too few groups.
Difficulty is not shown: because the commander is picked in-game at colony start, the profile's setup-screen difficulty never feeds the Challenge Rating.
Every profile is balanced around Rocket Scientist. Its extra Rocket is a very powerful unit, so its other two bonuses are kept deliberately weak: the rocket alone already carries the profile. The rest are tuned to sit near that same overall power level.
Each profile's three bonuses are chosen to fit its theme, but they should cover different areas rather than pile onto one - a spread of perk, tech and prefab/unit that each pull in a different direction.
Base game plus two DLC commanders (Geo Engineer from Green Planet, Transport Tycoon from Martian Express); Below and Beyond's commanders are excluded because B&B is off. The mod patches the live commander presets at load; the vanilla effects it starts from are on the vanilla Commander Profiles page.
mod-survive/Code/StS_CommanderProfiles.lua - drops citymayor Effect_Funding entirely, drops rocketscientist Effect_GrantTech CO2JetPropulsion, drops astrogeologist's six +10% extractor Effect_ModifyLabel objects, sets hydroengineer water_consumption Percent -50 and drops its deposit reveal; adds a doctor Effect_ModifyLabel {Label=Colonist, Prop=birth_comfort_modifier, Amount=15} (birth-rate boost on top of the kept -15 birth Comfort threshold); rewrites each on-screen effect over Presets.CommanderProfilePreset.Defaultmod-survive/items.lua - ModItemCommanderProfilePreset StS_Prospector: challenge_mod 0, display_name "Prospector", effect "Start with a Water deposit revealed", tech1 DeepWaterExtraction (Deep Water Extraction bonus tech)mod-survive/Code/StS_CommanderChoice.lua - the no-commander-at-start colony-start choice (a click notification) that presents these profiles and applies the picked one (including the Prospector / Astrogeologist deposit reveal)vanilla effects and bonus techs: external/SurvivingMars Data/CommanderProfilePreset.lua and Data/TechPreset.lua (see the vanilla Commander Profiles page Sources)DLC commanders (passed through unchanged, grouped Other): external/dlc_unpacked/armstrong/Presets/CommanderProfilePreset.lua GeoEngineer (Designed Forestation breakthrough; 2x GHG Factory + 2x Forestation Plant; Seeds resupply -50%); prunariu/Presets/CommanderProfilePreset.lua TransportTycoon (bonus tech Large Stations = BigStations, Engineering; 2x Station small; Tracks construction -50%)