Mechanics wiki / Survive the Storm / Goals and timer

Goals and timer

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.

The goal pool

StepObjectiveKindRewardValue (M)
Goal 1
Sol 3
timed: by end of Sol 6
Create a DomeTimed4,000 research points667
Research 3 technologiesTimed+200 Research per Sol666
Produce 50 Concrete in a single SolUntimeda Supply Pod with 30 Machine Parts498
Discover 8 Deposits (Metal, Rare Metal or Water)Untimed2 Stirling Generators450
Have 6 Sensor TowersUntimed$500 M500
Analyze 5 map AnomaliesUntimedreveal the next 3 Physics techs450
Goal 2
Sol 6
timed: by end of Sol 12
Land a Colonist on MarsTimed6,000 research points1,000
Analyze 5 map AnomaliesTimed+300 Research per Sol999
Produce 50 PolymersUntimeda Supply Pod with 60 Polymers768
Produce 50 FoodUntimed1 Medium Dome750
Research 10 technologiesUntimed$750 M750
Have a total of 30 buildingsUntimed30 Engineer applicants800
Goal 3
Sol 12
timed: by end of Sol 20
Research 2 Breakthrough technologiesTimed8,000 research points1,333
Have 50 Colonists (Tourists count)Timed+400 Research per Sol1,332
Generate 1,000 Research per SolUntimeda Supply Pod with 40 Electronics1,092
Build a Machine Parts, Polymer and Electronics FactoryUntimed2 Triboelectric Scrubbers1,100
Have a total of 50 buildingsUntimed$1,000 M1,000
Have 5 Smart HomesUntimeda deep Rare Metal deposit (1,300)975
Goal 4
Sol 20
timed: by end of Sol 30
Welcome 10 Tourists to Mars (cumulative)Timed10,000 research points1,667
Extract 50 Rare MetalsTimed+500 Research per Sol1,665
Have 20 Martianborn specialistsUntimeda Supply Pod with 22 Machine Parts, 22 Electronics and 22 Polymers1,240
Generate 2,000 Research per SolUntimed1 MDS Laser and 1 Fusion Reactor1,225
Research 4 Breakthrough technologiesUntimed$1,250 M1,250
Have 40 Colonists with all needs above 70Untimeda deep Rare Metal deposit (1,700)1,275
Goal 5
Sol 30
timed: by end of Sol 42
Produce 100 advanced resourcesTimed12,000 research points2,000
Have a Dome with 100 ColonistsTimed+600 Research per Sol1,998
Generate 4,000 Research per SolUntimeda Supply Pod with 27 Machine Parts, 27 Electronics and 27 Polymers1,519
Have 120 Colonists with all needs above 80Untimed1 Mega Trigon Dome1,600
Research 6 Breakthrough technologiesUntimed$1,500 M1,500
Have 8 operational DomesUntimeda deep Rare Metal deposit (2,000)1,500

Legend

Reward bands

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.

StepUntimed target (band)Timed target (band)
Goal 1500 (450 - 550)650 (585 - 715)
Goal 2750 (675 - 825)975 (878 - 1,073)
Goal 31,000 (900 - 1,100)1,300 (1,170 - 1,430)
Goal 41,250 (1,125 - 1,375)1,625 (1,463 - 1,788)
Goal 51,500 (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.)

The six reward slots

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:

  1. Research points - a flat one-time grant.
  2. Research per Sol - a permanent research-rate bump. This and the research-points reward are the step's two timed goals; since the pick draws exactly one timed goal, the two research rewards can never be offered together.
  3. Advanced resources - a supply pod carrying advanced resources (the high steps carry an even mix of Machine Parts, Electronics and Polymers).
  4. A prefab building - worth half its resupply cost (prefabs). Where no single building's value fits the band, the slot grants two: 2 Stirling Generators, 2 Triboelectric Scrubbers, or an MDS Laser plus a Fusion Reactor.
  5. Money - Funding.
  6. A flex slot - specialist applicants, a tech reveal, or a Rare Metal deposit. Never a Water deposit: Water deposits are banned as a reward.

Realistic timed deadlines

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.

How the pool is built

Timed goals and failure

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 timer chain

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 goals page

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).

Still to decide

Baseline

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.

Sources

Survive the Storm mod code; objective types and reward classes verified in external/SurvivingMars.