Five goal picks fire on a rising schedule (Sols 3, 6, 12, 20, 30); each draws three of six candidates (one timed, two untimed) and you keep one, with difficulty and reward climbing every step.
| Step | Objective | Kind | Reward |
|---|---|---|---|
| Goal 1 Sol 3 timed: by end of Sol 6 |
Create a Dome | Timed | 4,000 research points |
| Research 3 technologies | Timed | +200 Research per Sol | |
Produce 50 in a single Sol | Untimed | a Supply Pod with 30 ![]() | |
| Discover 8 Deposits (Metal, Rare Metal or Water) | Untimed | 2 Stirling Generators | |
| Have 6 Sensor Towers | Untimed | $500 M | |
| Analyze 5 map Anomalies | Untimed | reveal the next 3 Physics techs | |
| Goal 2 Sol 6 timed: by end of Sol 12 |
Land a Colonist on Mars | Timed | 6,000 research points |
| Analyze 5 map Anomalies | Timed | +300 Research per Sol | |
Produce 50 ![]() | Untimed | a Supply Pod with 60 ![]() | |
Produce 50 ![]() | Untimed | 1 Medium Dome | |
| Research 10 technologies | Untimed | $750 M | |
| Have a total of 30 buildings | Untimed | 30 Engineer applicants | |
| Goal 3 Sol 12 timed: by end of Sol 20 |
Research 2 Breakthrough technologies | Timed | 8,000 research points |
| Have 50 Colonists (Tourists count) | Timed | +400 Research per Sol | |
| Generate 1,000 Research per Sol | Untimed | a Supply Pod with 40 ![]() | |
| Build a Machine Parts, Polymer and Electronics Factory | Untimed | 2 Triboelectric Scrubbers | |
| Have a total of 50 buildings | Untimed | $1,000 M | |
| Have 5 Smart Homes | Untimed | a deep Rare Metal deposit (1,300) | |
| Goal 4 Sol 20 timed: by end of Sol 30 |
Welcome 10 Tourists to Mars (cumulative) | Timed | 10,000 research points |
Extract 50 ![]() | Timed | +500 Research per Sol | |
| Have 20 Martianborn specialists | Untimed | a Supply Pod with 20 , 20 and 20 ![]() | |
| Generate 2,000 Research per Sol | Untimed | 1 MDS Laser and 1 Fusion Reactor | |
| Research 4 Breakthrough technologies | Untimed | $1,250 M | |
| Have 40 Colonists with all needs above 70 | Untimed | a deep Rare Metal deposit (1,700) | |
| Goal 5 Sol 30 timed: by end of Sol 42 |
Produce 100 advanced resources | Timed | 12,000 research points |
| Have a Dome with 100 Colonists | Timed | +600 Research per Sol | |
| Generate 4,000 Research per Sol | Untimed | a Supply Pod with 25 , 25 and 25 ![]() | |
| Have 120 Colonists with all needs above 80 | Untimed | 1 Mega Trigon Dome | |
| Research 6 Breakthrough technologies | Untimed | $1,500 M | |
| Have 8 operational Domes | Untimed | a deep Rare Metal deposit (2,000) |
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 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.
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 sponsor has five fixed Mission Goals, each with a set completion reward. This redesign replaces that fixed per-sponsor structure with the single timer chain and shared pool above.
Part of the Survive the Storm mod.