The mod replaces the fixed per-sponsor Mission Goals with a single goal chain of timed picks. The full goal pool and rewards are on Goals and timer.
| Change | What the mod does |
|---|---|
| Fixed per-sponsor goals removed | The five fixed per-sponsor Mission Goals, and their completion card, are switched off. |
| Five goal picks on a rising schedule | Goal picks fire at Sols 3, 6, 12, 20 and 30. |
| Three of six offered | Each step has six candidate goals; you are offered three (one timed, two untimed) and pick one, so the run differs every time. |
| Timed vs untimed | A timed goal must be finished by an absolute Sol (Goal 1 by Sol 6, then Sols 12, 20, 30, Goal 5 by Sol 42) or it fails; an untimed goal has no deadline. |
| Six reward kinds per step | Each step's six goals give one each of: research points, +Research per Sol, an advanced-resource supply pod, a prefab building, Funding, and a flex reward (applicants, a tech reveal, or a Rare Metal deposit). |
| Rewards climb per step | For example research points 4,000 up to 12,000; +Research per Sol +200 up to +600; Funding 500 M up to 1,500 M. |
| Water deposits never a reward | The flex reward may grant a Rare Metal deposit but never a Water deposit. |
| "Welcome 10 Tourists" is cumulative | Counts each tourist who lands over the run, not how many are on Mars at one moment. |
| Sol 1 survey pick | Opens the chain: pick one research field and reveal its next two technologies, announced by a clickable countdown. |
| Sol 50 Mystery pick | Ends the chain: pick one Mystery of three offered, announced by a clickable countdown. |
| Goal-completion card | The mod pops its own "Goal Completed!" card naming the chosen reward. |
| Mission Profile tracks the chain | Each slot shows a live countdown to its pick, then the chosen goal, its reward and whether it is done or failed. |
Part of the Survive the Storm mod. Full goal pool and rewards: Goals and timer.