Survive the Storm / Goals and timer

Goals and timer

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.

The goal pool

StepObjectiveKindReward
Goal 1
Sol 3
timed: by end of Sol 6
Create a DomeTimed4,000 research points
Research 3 technologiesTimed+200 Research per Sol
Produce 50 Concrete in a single SolUntimeda Supply Pod with 30 Machine Parts
Discover 8 Deposits (Metal, Rare Metal or Water)Untimed2 Stirling Generators
Have 6 Sensor TowersUntimed$500 M
Analyze 5 map AnomaliesUntimedreveal the next 3 Physics techs
Goal 2
Sol 6
timed: by end of Sol 12
Land a Colonist on MarsTimed6,000 research points
Analyze 5 map AnomaliesTimed+300 Research per Sol
Produce 50 PolymersUntimeda Supply Pod with 60 Polymers
Produce 50 FoodUntimed1 Medium Dome
Research 10 technologiesUntimed$750 M
Have a total of 30 buildingsUntimed30 Engineer applicants
Goal 3
Sol 12
timed: by end of Sol 20
Research 2 Breakthrough technologiesTimed8,000 research points
Have 50 Colonists (Tourists count)Timed+400 Research per Sol
Generate 1,000 Research per SolUntimeda Supply Pod with 40 Electronics
Build a Machine Parts, Polymer and Electronics FactoryUntimed2 Triboelectric Scrubbers
Have a total of 50 buildingsUntimed$1,000 M
Have 5 Smart HomesUntimeda deep Rare Metal deposit (1,300)
Goal 4
Sol 20
timed: by end of Sol 30
Welcome 10 Tourists to Mars (cumulative)Timed10,000 research points
Extract 50 Rare MetalsTimed+500 Research per Sol
Have 20 Martianborn specialistsUntimeda Supply Pod with 20 Machine Parts, 20 Electronics and 20 Polymers
Generate 2,000 Research per SolUntimed1 MDS Laser and 1 Fusion Reactor
Research 4 Breakthrough technologiesUntimed$1,250 M
Have 40 Colonists with all needs above 70Untimeda deep Rare Metal deposit (1,700)
Goal 5
Sol 30
timed: by end of Sol 42
Produce 100 advanced resourcesTimed12,000 research points
Have a Dome with 100 ColonistsTimed+600 Research per Sol
Generate 4,000 Research per SolUntimeda Supply Pod with 25 Machine Parts, 25 Electronics and 25 Polymers
Have 120 Colonists with all needs above 80Untimed1 Mega Trigon Dome
Research 6 Breakthrough technologiesUntimed$1,500 M
Have 8 operational DomesUntimeda deep Rare Metal deposit (2,000)

Legend

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 - sometimes 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.

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.

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).

Baseline

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.

Sources

Part of the Survive the Storm mod.