How you spend Rare Metals on trade partners instead of selling them to your own sponsor. There are no rival colonies: each trade partner appears on the Planetary View as a trade project wearing that partner's flag. Each offers one Trade Good in return, priced in Rare Metals and sorted into a theme Group.
| Sponsor | Trade Good | ![]() | Group | Required DLC |
|---|---|---|---|---|
| International Mars Mission | 250 Sponsor Research | 30 | Research | |
| USA | 3 random Tech reveals (different fields where possible), each −10% research cost | 30 | Research | |
| Europe | 5,000 Research | 30 | Research | |
| India | 12 young Martian-born Colonists (no specialization; only Nerd and Enthusiast) | 30 | Colonist | |
| China | 6 adult Engineers, random traits | 30 | Colonist | |
| Church of the New Ark | 3 middle-aged Gurus (only Workaholic and Religious) | 30 | Colonist | |
| Blue Sun Corporation | 10 each , , ![]() | 30 | Economy | |
| Brazil | 120 ![]() | 30 | Economy | Space Race |
| Japan | 120 ![]() | 30 | Economy | Space Race |
| SpaceY | 1 Rocket | 60 | Other | |
| Terraforming Initiative | +3% each terraforming parameter | 30 | Other | Green Planet |
| Paradox Interactive | 1 Breakthrough reveal | 30 | Other |
Required DLC is the add-on you must own for that partner to exist. An empty cell means the base game - no DLC needed. Brazil and Japan come with Space Race and Terraforming Initiative with Green Planet; without that DLC the partner (and its trade) drops from the pool and the other partners still trade.
No Colonist you get from any trade is ever a tourist - every one is a permanent settler, whatever the sponsor.
A Colonist arrives at the youngest age of its stated band - a "young" Colonist at the start of Youth, an "adult" at the start of Adult, a "middle-aged" Guru at the start of Middle-Aged, never partway into the band. This maximizes the years they serve.
The selection is built toward one goal: over many random runs, every partner is equally likely to appear. Because the game takes exactly one partner per group and picks it uniformly inside that group, equal group sizes make every partner equally likely. With all DLC each of the four groups holds three sponsors, so each of the twelve partners shows up in roughly one run in three. Play 10,000 random games and every partner turns up about as often as every other.
Missing DLC skews this, and the mod softens the worst case. When a DLC is absent its partners drop out and their group shrinks, so the sponsors left in that group appear more often. The extreme is a group left with a single member: it is then picked in every run. Without Space Race, Economy would be Blue Sun alone (Brazil and Japan are gone), so Blue Sun would appear in every game. To avoid that, when Space Race is not installed the mod moves Blue Sun into the Other group: Other then holds four sponsors (SpaceY, Paradox, Terraforming Initiative, Blue Sun) at one in four each, and Economy is simply absent. This does not restore a perfectly even split (one in four against the base-game groups' one in three) and the run then has three partners instead of four, but it removes the guaranteed pick and keeps the spread tight. The mirror case is left as it is: without Green Planet, Terraforming Initiative drops and the Other group holds two sponsors (SpaceY, Paradox) at one in two each.
The flavour below is the trade panel's description line: it sets the partner's character and says, in words, what the trade gives. The exact reward is the panel's Outcome row and the cadence is the Repeatable row, so the flavour itself carries no numbers. There are no rival colonies, so none of the old rival interaction exists - no Contact, Distress Call, trade routes or Covert Ops.
The vanilla Space Race Trade Pad is deleted as well: it is removed from the build menu, and a regular Landing Pad can no longer be converted into one (the "Convert to Trade Pad" button is gone). This closes the vanilla rival-trade path - the unsolicited "New Trade Offer" (Accept / Reject) popup and the autonomous "New Trade Route" / "Closed Trade Route" notifications are all silenced, so the Special-Project trade above is the sole way to trade.
| Partner | Flavour text |
|---|---|
| International Mars Mission | The International Mars Mission pools the science of a dozen nations and shares what it learns freely. It will feed a steady stream of research into your labs. |
| USA | The USA never keeps a good idea to itself, broadcasting each technology to the world within the hour. It can reveal 3 technologies for you with a research bonus on top. |
| Europe | Europe funds knowledge for its own sake and counts a discovery shared as a discovery doubled. It will bankroll a surge of research for your colony. |
| India | India raises its brightest young hopefuls on ambition and sends them where the future is being built. It will send a wave of eager young colonists your way. |
| China | China's academies turn out disciplined engineers by the thousand, each drilled for the harshest frontier. It will dispatch trained engineers to your domes. |
| Church of the New Ark | The Church of the New Ark ordains the devout and sends them to spread its faith across the red plains. It will send you seasoned, tireless Gurus. |
| Blue Sun Corporation | Blue Sun Corporation never runs short of anything, its warehouses stocked deeper than any rival dares. It will ship you a crate of advanced resources. |
| Brazil | Brazil's farmers coax more food from Martian soil than anyone thought the red dust could give. It will send a hefty shipment of food to your colony. |
| Japan | Japan's automated extractors mine around the clock with no crew at all, stockpiling metal endlessly. It will ship a heavy load of metals your way. |
| SpaceY | SpaceY builds rockets faster than anyone alive, rolling out a fresh hull before the last has landed. It will spare you a whole rocket of your own. |
| Terraforming Initiative | The Terraforming Initiative dreams of a green Mars and pours every resource into warming the world. It will nudge all of your terraforming a step forward. |
| Paradox Interactive | Paradox Interactive thrives on the strange and unexplained, chasing every rumour to the edge of the map. It will uncover a breakthrough for you to research. |
Part of the Survive the Storm mod. The Trade Good per sponsor is also listed on the Sponsors page.