Mechanics wiki / Survive the Storm / Commander Profiles

Commander Profiles

ProfileEffectsTechPrefab or UnitGroup
Hydro Engineer Fuel Refineries require 25% less Water 14,625 research
Water Conservation System (Biotech) - Domes -50% Water
Water Reclamation System Water
Prospector Start with a Water deposit revealed 13,000 research
Deep Water Extraction (Physics) - exploit deep Water
Large Lake Water
Logistician Prefab costs reduced by 25% 3,000 research
Prefab Compression (Breakthrough) - Spires as prefabs
RC Transport Water
Ecologist Farms consume 50% less Water 1,400 research
Soil Adaptation (Biotech) - unlocks the Farm
Hanging Gardens Water
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

Notes

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.

Balance

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.

Future ideas

Sources

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.