Survive the Storm / Special projects

Special projects

Every special project you send a rocket to on the Planetary View under the mod: what each costs to launch and what it gives back. The Trade projects (one per trade partner) come first, then the three the mod reworks, then the vanilla projects it leaves as shipped.

Projects the mod adds or reworks

ProjectLaunch payloadRewardRound tripReappears
Trade
(one per trade partner)
30 Rare Metals
(60 Rare Metals for SpaceY)
The partner's Trade Good: Sponsor Research, raw Research, a tech or Breakthrough reveal, Colonists, resources, a Rocket, or terraforming - depends on the partner (Trading). 1 sol 10 sols, and each run costs 20% more Rare Metals than the last
Launch SETI Satellite 30 Metals, 5 Electronics Flat $500 M Funding, one-off. 2 sols 25-50 sols
High-speed Comm Satellite 30 Metals, 5 Electronics, 5 Polymers, 5 Machine Parts Flat +200 Research / Sol, permanent. Each completed satellite adds its own, so they stack. 2 sols 75-125 sols
Contract Exploration Access 10 Polymers Flat $500 M Funding, one-off. 2 sols 20-40 sols

Legend

Vanilla projects the mod leaves as shipped

These projects are unchanged by the mod in reward, payload and timing; they only inherit the map-wide +40% launch fuel like every rocket. Their rewards still diminish or stack with repeated use, still carry their vanilla disaster chances, and each terraforming project still needs its own technology and stops appearing once its parameter reaches 100% (see the notes below the table); this table shows the first-use figures.

ProjectLaunch payloadOutcomeExpeditionReappears
Capture Meteors60 FuelMeteor storm at a random spot (it can threaten the colony); leaves Metals, Rare Metals and research Anomalies.60 h5-15 sols
Capture Ice Asteroids100 Fuel, 15 Machine Parts+5% Water (about 60% chance of a Marsquake).90 h5-15 sols
Import Greenhouse Gases$600 M, 30 Fuel+2% Atmosphere, +1% Temperature (about 40% chance of a Toxic Rain).72 h5-15 sols
Cloud Seeding80 Fuel, 20 PolymersTriggers a clear-water Rain. No direct parameter change.48 h6-24 sols
Seed Vegetation100 Seeds, 35 Fuel+5% Vegetation.100 h3-12 sols
Launch Space Mirror100 Metals, 35 Fuel, 15 Electronics+10% Temperature and +10% Solar-panel power (stacks). Rocket lost.12 h25-50 sols
Launch Magnetic Shield80 Metals, 20 Fuel, 15 ElectronicsCuts per-Sol Atmosphere loss by 0.05% (stacks). Rocket lost.60 h25-50 sols
Melt the Polar Caps400 Fuel+20% Water, +10% Atmosphere (halved per earlier completion). Rocket lost.40 h15-20 sols

Legend

Fuel: what a launch really costs

A rocket must be fuelled to its full launch fuel before it can lift off, exactly like an Earth trip. The mod raises every rocket's launch fuel by 40% map-wide, so a standard Rocket needs 70 Fuel to launch, dropping to 50 once Advanced Martian Engines is researched (base 50, +40% rule, then that tech's flat -20; SpaceY's Dragon is lower, Paradox's is +30 higher). Every special project pays this same launch fuel - none is cheaper or free:

The three reworked projects

SETI, the High-speed Comm Satellite and Contract Exploration Access each give a flat reward that never diminishes, run for a 2-sol round trip, and cost the payload in the table above with no Fuel in the payload (the rocket's regular launch fuel is the whole Fuel cost, non-Fuel resources loaded on top). The number the card previews at launch is always the number you receive.

The Comm Satellite card reads 200 Research / Sol: the reward is a permanent per-Sol boost, so the card names the "/ Sol" that the bare vanilla number left out.

Sources

Part of the Survive the Storm mod.