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.
| Project | Launch payload | Reward | Round trip | Reappears |
|---|---|---|---|---|
| Trade (one per trade partner) |
30 ![]() (60 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 , 5 ![]() |
Flat $500 M Funding, one-off. | 2 sols | 25-50 sols |
| High-speed Comm Satellite | 30 , 5 , 5 , 5 ![]() |
Flat +200 Research / Sol, permanent. Each completed satellite adds its own, so they stack. | 2 sols | 75-125 sols |
| Contract Exploration Access | 10 ![]() |
Flat $500 M Funding, one-off. | 2 sols | 20-40 sols |
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.
| Project | Launch payload | Outcome | Expedition | Reappears |
|---|---|---|---|---|
| Capture Meteors | 60 ![]() | Meteor storm at a random spot (it can threaten the colony); leaves Metals, Rare Metals and research Anomalies. | 60 h | 5-15 sols |
| Capture Ice Asteroids | 100 , 15 ![]() | +5% Water (about 60% chance of a Marsquake). | 90 h | 5-15 sols |
| Import Greenhouse Gases | $600 M, 30 ![]() | +2% Atmosphere, +1% Temperature (about 40% chance of a Toxic Rain). | 72 h | 5-15 sols |
| Cloud Seeding | 80 , 20 ![]() | Triggers a clear-water Rain. No direct parameter change. | 48 h | 6-24 sols |
| Seed Vegetation | 100 , 35 ![]() | +5% Vegetation. | 100 h | 3-12 sols |
| Launch Space Mirror | 100 , 35 , 15 ![]() | +10% Temperature and +10% Solar-panel power (stacks). Rocket lost. | 12 h | 25-50 sols |
| Launch Magnetic Shield | 80 , 20 , 15 ![]() | Cuts per-Sol Atmosphere loss by 0.05% (stacks). Rocket lost. | 60 h | 25-50 sols |
| Melt the Polar Caps | 400 ![]() | +20% Water, +10% Atmosphere (halved per earlier completion). Rocket lost. | 40 h | 15-20 sols |
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:
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.
Part of the Survive the Storm mod.