Survive the Storm / Technologies

Technologies

The research-system changes and the specific techs and breakthroughs the mod alters. Sponsor-specific research perks are on Sponsors; research rewards from goals and trades are on Mission Goals and Trading.

Research and tech changes

ChangeWhat the mod does
Research output decays over the gameEach research point is worth less over time: 100% at Sol 1, 50% at about Sol 101, 33% at Sol 201, then held. The old per-field +10%-per-tech cost ramp is removed.
Tech order randomized each colonyEvery research field is re-sorted once per new colony (a bell-curve shuffle), so the order techs appear in differs every run.
One tech revealed per field at startEach research field is topped up to one revealed tech at colony start; the sponsor's own initial reveal is suppressed so the shuffle is not pinned.
No sponsor free starting techNo sponsor grants a researched starting technology.
Each commander grants one techEvery commander profile researches one bonus technology when picked (see Commander Profiles).
Terraforming techs cheaperGreen Planet Terraforming techs are halved to the standard cost curve for every sponsor (before any sponsor discount).
Live From Mars reworkedNow +10 Applicant Pool, +20% applicant generation, and 10 applicants the moment it is researched (vanilla's -25% interval effect removed; the TV Studio unlock kept).
Decommission Protocol repurposedNo longer gates deleting buildings (always allowed); researching it raises advanced-resource salvage refund from 25% to 50%.
Extractor AI breakthrough bannedRemoved from the breakthrough pool entirely, so it never appears in a game.

Sources

Part of the Survive the Storm mod. Detail: General Balance, Escalation, Applicant generation.