The run replaces the sponsor's fixed goals with five goal picks on a rising schedule (Sols 3, 6, 12, 20, 30). Each step draws from a pool of six candidate goals - two timed, four untimed - and offers three at random: one timed and two untimed. You pick one, and its reward is granted when you complete it. A timed goal must be finished by the end of a set Sol or it fails; an untimed goal has no deadline. Both difficulty and reward climb with the step, and the six goals in a step give six different kinds of reward.
| Step | Objective | Kind | Reward | Value (M) |
|---|---|---|---|---|
| Goal 1 Sol 3 timed: by end of Sol 6 |
Create a Dome | Timed | 4,000 research points | 667 |
| Research 3 technologies | Timed | +200 Research per Sol | 666 | |
Produce 50 in a single Sol | Untimed | a Supply Pod with 30 ![]() | 498 | |
| Discover 8 Deposits (Metal, Rare Metal or Water) | Untimed | 2 Stirling Generators | 450 | |
| Have 6 Sensor Towers | Untimed | $500 M | 500 | |
| Analyze 5 map Anomalies | Untimed | reveal the next 3 Physics techs | 450 | |
| Goal 2 Sol 6 timed: by end of Sol 12 |
Land a Colonist on Mars | Timed | 6,000 research points | 1,000 |
| Analyze 5 map Anomalies | Timed | +300 Research per Sol | 999 | |
Produce 50 ![]() | Untimed | a Supply Pod with 60 ![]() | 768 | |
Produce 50 ![]() | Untimed | 1 Medium Dome | 750 | |
| Research 10 technologies | Untimed | $750 M | 750 | |
| Have a total of 30 buildings | Untimed | 30 Engineer applicants | 800 | |
| Goal 3 Sol 12 timed: by end of Sol 20 |
Research 2 Breakthrough technologies | Timed | 8,000 research points | 1,333 |
| Have 50 Colonists (Tourists count) | Timed | +400 Research per Sol | 1,332 | |
| Generate 1,000 Research per Sol | Untimed | a Supply Pod with 40 ![]() | 1,092 | |
| Build a Machine Parts, Polymer and Electronics Factory | Untimed | 2 Triboelectric Scrubbers | 1,100 | |
| Have a total of 50 buildings | Untimed | $1,000 M | 1,000 | |
| Have 5 Smart Homes | Untimed | a deep Rare Metal deposit (1,300) | 975 | |
| Goal 4 Sol 20 timed: by end of Sol 30 |
Welcome 10 Tourists to Mars (cumulative) | Timed | 10,000 research points | 1,667 |
Extract 50 ![]() | Timed | +500 Research per Sol | 1,665 | |
| Have 20 Martianborn specialists | Untimed | a Supply Pod with 22 , 22 and 22 ![]() | 1,240 | |
| Generate 2,000 Research per Sol | Untimed | 1 MDS Laser and 1 Fusion Reactor | 1,225 | |
| Research 4 Breakthrough technologies | Untimed | $1,250 M | 1,250 | |
| Have 40 Colonists with all needs above 70 | Untimed | a deep Rare Metal deposit (1,700) | 1,275 | |
| Goal 5 Sol 30 timed: by end of Sol 42 |
Produce 100 advanced resources | Timed | 12,000 research points | 2,000 |
| Have a Dome with 100 Colonists | Timed | +600 Research per Sol | 1,998 | |
| Generate 4,000 Research per Sol | Untimed | a Supply Pod with 27 , 27 and 27 ![]() | 1,519 | |
| Have 120 Colonists with all needs above 80 | Untimed | 1 Mega Trigon Dome | 1,600 | |
| Research 6 Breakthrough technologies | Untimed | $1,500 M | 1,500 | |
| Have 8 operational Domes | Untimed | a deep Rare Metal deposit (2,000) | 1,500 |
Rewards climb with the step. The untimed reward has a target value that rises up the run; a timed goal is harder and carries a deadline, so it pays 30% more than the untimed target at the same step. Every reward is held within ±10% of its target - a tight band, so the values track the target closely.
| Step | Untimed target (band) | Timed target (band) |
|---|---|---|
| Goal 1 | 500 (450 - 550) | 650 (585 - 715) |
| Goal 2 | 750 (675 - 825) | 975 (878 - 1,073) |
| Goal 3 | 1,000 (900 - 1,100) | 1,300 (1,170 - 1,430) |
| Goal 4 | 1,250 (1,125 - 1,375) | 1,625 (1,463 - 1,788) |
| Goal 5 | 1,500 (1,350 - 1,650) | 1,950 (1,755 - 2,145) |
Round numbers inside the band. A reward is first placed within ±10% of its target, then rounded to the coarsest clean number that still stays inside the window - the nearest 1,000, else 100, else 50, else 5 (so 3,900 research points becomes 4,000, 45 Machine Parts becomes 50). Prefab buildings carry a fixed value, so each is placed on the one band its value already fits within ±10%; the Mega Dome (2,600) fits no band and is not used. (Same idea as the Pre-Founder events.)
Every step's six goals carry one each of a fixed set of reward kinds, so a pick never offers two of the same kind, and each specific prefab building is a reward in only one goal across the whole run:
A timed goal is only fair if its objective is reachable in the window, so the deadlines are set against the game's own timed goals as the yardstick. The base game treats constructing the first Dome by the end of Sol 5 and landing the first Colonist by Sol 15 as goal-worthy timed achievements, so this run keeps its early asks inside those bounds: the Dome is due by the end of Sol 6, and the first Colonist by the end of Sol 12. Each step's two timed goals share one window, widening up the run: due 3, 6, 8, 10, then 12 Sols after the pick.
The untimed objectives use the vanilla Mission Goals as the realism reference, and each sits close to its vanilla twin. Most are a vanilla target unchanged - Analyze 5 Anomalies, Produce 50 Concrete in a single Sol, Discover 8 Deposits, Have 6 Sensor Towers (Goal 1); Research 10 technologies, Produce 50 Polymers, Produce 50 Food (Goal 2); Build one of each factory, 5 Smart Homes (Goal 3); 40 Colonists with all needs above 70 (Goal 4); 8 operational Domes, 120 Colonists with all needs above 80 (Goal 5). A few keep the vanilla objective but a lower count to fit the compressed Sol 3 - 30 schedule: the total-buildings ask (30 at Goal 2 and 50 at Goal 3, vs vanilla's 200) and the research-rate asks (1,000 up to 4,000 per Sol vs vanilla's 10,000), because these goals fall far earlier than the vanilla goals they echo.
A timed goal carries a deadline Sol, shown as by the end of Sol X. Finish the objective before that Sol ends and the reward is granted; let it pass and the goal fails - no reward, and the slot shows as missed the end of Sol X. An untimed goal simply waits until the objective is met, then pays out. Whether a failed timed goal carries any further penalty is still open (see below).
The chain is the Sol 1 survey reward (one research field, its next two technologies), then the five goals above, then a Mystery on Sol 50 drawn from three offered. The Sol 1 survey and the Sol 50 Mystery each show a clickable countdown notification that explains the pick that is coming. The five goal picks show no notification: each simply fires its choice popup when its Sol arrives, and its countdown is read on the Mission Profile page instead (next section).
The choice popup lists each offered goal with its kind, deadline and reward. Because the popup carries no countdown of its own and the player may not have the current Sol in mind, a timed goal states its deadline both ways - the absolute by the end of Sol X and the relative (in N sols and M hours). When a goal later completes, the mod pops its own Goal Completed! card naming the chosen goal's reward. The vanilla per-sponsor goal tracking that would otherwise pop a card with the sponsor's own reward is switched off, so this is the only goal-completion card.
The sponsor's Mission Profile page lists the five goal slots. A slot not yet picked reads Decision on Sol X (in Y sols and Z hours) - the parenthetical a countdown to that pick, recomputed every time the page is opened, so it is current on each open. It counts in whole Sols and clock hours (singular and plural handled, a zero part dropped) and is floored at in 1 hour: the pick fires at that hour, so the countdown never reads "in 0 hours". Once picked the slot shows the chosen goal, its reward, whether it is done or failed, and - for a timed goal - its deadline Sol (by the end of Sol X, or missed the end of Sol X once failed).
In vanilla, each of the thirteen sponsors has five fixed Mission Goals, each with a set completion reward; the full table is the vanilla Mission Goals page. This redesign replaces that fixed per-sponsor structure with the single timer chain and shared pool above.
Survive the Storm mod code; objective types and reward classes verified in
external/SurvivingMars.
Goal pool, pick, tracking and payout: mod-survive/Code/StS_GoalTimeline.lua (StS_Goals with per-goal timed/within, StS_EndOfSolMs, StS_StartGoalTracking, StS_GrantReward, StS_WaitTouristsLanded); Mission Profile page mod-survive/Code/StS_GoalsPage.lua; Sol 1 survey mod-survive/Code/StS_SurveyDataGathered.lua; Mystery on Sol 50 mod-survive/Code/StS_MysteryChoice.lua.Objective types (with their Completed trackers and params): Data/SponsorGoals.lua - SingleBuilding, CompleteTechs, AnalyzeAnomalies, ProduceResource, Deposits, MultipleBuildings, Colonists, ProduceResourceInASol, CompleteBreakthroughs, OneOfEachFactory, BuildingsVolume, GenerateDailyRP, MartianbornEducate, ColonistsNeeds, WorkingDomes, ProduceAdvancedResources, DomeResidents. Deadline-by-Sol pattern (day > timeout) from ConstructDomeTimmed / LandColonistsBySol. Custom cumulative-tourist objective StS_TouristsLanded: counts the Tourist trait on each arrival via the ColonistArrived message (Lua/Units/Colonist.lua:1023), watched by StS_WaitTouristsLanded (mirrors the StS_WaitProduceInASol special-case), replacing the stock concurrent ColonistsWithTrait.Reward effects, all stock: Lua/ClassDefs/ClassDef-Effects.generated.lua - RewardFunding, RewardResearchPoints, RewardSponsorResearch (permanent SponsorResearch modifier), RewardPrefab (Amount for multi-copy grants), RewardApplicants, RevealNextTechInField, SpawnRocketInOrbit (is_supply_pod with cargo), SpawnSubsurfaceDeposits (ResourceAmount in millionths, PreciousMetals only - Water deposits are never a reward). Shapes copied from the mod's pre-founder events (items.lua). Prefab and reward values on the reward-value scale, cross-checked against Data/MissionSponsorPreset.lua goal rewards.Goal completion + payout driver (reused): Lua/Colony.lua MissionGoalUpdate / SetupMissionGoals (goal:Completed then reward:Execute), which resolves every goal via Presets.SponsorGoals.Default[id]. Difficulty anchors: Data/Milestone.lua and the vanilla Mission Goals page.