The Escalate pillar in one place. Several systems get harder on a straight linear ramp from sol 1, all sharing one endpoint, sol 201. Sol 201 is deep late game - past it there is no reason to keep scaling, so the ramps hold there. Each system keeps its own full page, linked in the last column.
| System | Sol 1 | Sol 201 | After 201 | Details |
|---|---|---|---|---|
| Dust Storm / Cold Wave (share of sols active, each) | 10% | 50% | held (cap) | Disasters |
| Meteors (map struck per sol) | 0.1% | 1% | held (cap) | Disasters |
| Dust Devils (map covered) | 0.1% | 1% | held (cap) | Disasters |
| Inflation (import, Rocket, Supply Pod prices) | +0% | +200% | held (cap) | Resupply costs |
| Research output (tested v2.31) | 100% | 33% | held (cap) | Research decay |
Every ramp is linear in the sol number and shares the sol-1 start and the sol-201 cap, but each maps to its own magnitude there.
output = 100 / (100 + steps)
with steps = clamp(sol - 1, 0, 200), so 100% at sol 1, 50% at sol
101, 33% at sol 201, then held. Every tech's shown cost stays at its honest base;
only the value of each point drops - including the on-screen "Research per Sol",
which reads the same chokepoint. This replaced the old per-field research cost
ramp. Built in
Code/StS_ResearchOutputDecay.lua.Sol 201 is the "deep late game" mark: by then a colony is well established, so the difficulty ramps top out there rather than scaling forever. The disasters cap exactly at 201; the two exceptions above are called out so the picture stays honest.