The mod reshapes the game's periodic story events; its main change is the Pre-Founder Stage. Once per game, in the night between Sol 2 and Sol 3, a single Pre-Founder event pops up and asks you to choose a reward. The mod replaces the vanilla pre-founder events with its own set of 15 and rolls one at random: you never pick which event you get, only how you answer it. Each event offers three or four thematically different options - research, money, resources, colonists, buildings - balanced so no option is a trap and no event is a jackpot. The aim is not to hit an exact number but to give rewards that read nicely as part of the story - a round amount like 30 Drones, not 32 tuned to the last unit - around a ~500 M target inside a 400 to 700 M band. An event is skipped when one of its rewards would be redundant (a tech you already researched, or a prefab your sponsor already has an advanced version of).
| Choice | Reward | Group | Value (M) | Event (theme) |
|---|---|---|---|---|
| Chase a breakthrough | A Breakthrough is revealed | Breakthrough | 500 | Research Research Grant |
| Take it as direct funding | 500 M | Money | 500 | |
| Fund the labs directly | 150 Sponsor Research | Research points | 500 | |
| Take the full swarm | Filled Supply Pod: 20 Drones | Rovers and drones | 463 | Robots Drone Prototypes |
| Take the rover team | Filled Supply Pod: an RC Explorer and an RC Transport | Rovers and drones | 463 | |
| Reverse-engineer the prototypes | Reveal the next 3 Engineering techs | Tech reveals | 450 | |
| Fill it with Polymers | Filled Supply Pod: 40 ![]() | Advanced resources | 517 | Resources Supply Run |
| Load it with drones | Filled Supply Pod: 20 Drones | Rovers and drones | 463 | |
| Pack orbital probes | Filled Supply Pod: 5 Orbital Probes | Orbital probes | 513 | |
| Drill for metal | A deep Metal deposit (900 = 225); Deep Metal Extraction (avg 13,000) revealed (150) and 25% cheaper (133) | Deposit + research | 508 | Map Deep Survey (skipped if you already have Deep Metal Extraction) |
| Tap subsurface water instead | 1 Subsurface Heater, 1 Drone Hub and 1 Moisture Vaporator prefab | Prefabs | 550 | |
| Deploy a scout rover | Filled Supply Pod: an RC Explorer and 10 Drones (300 + 10×22.5 + 12.5 pod) | Rovers and drones | 538 | |
| Scientists | 10 Scientist applicants (10 × 26.67 = 267) and a Genius applicant (200) | Colonists | 467 | Colonists Training Program |
| Geologists | 10 Geologist applicants and a Genius applicant | Colonists | 467 | |
| Botanists | 10 Botanist applicants and a Genius applicant | Colonists | 467 | |
| Take the recruitment grant instead | 500 M | Money | 500 | |
| Take a prefab Shuttle Hub | 1 Shuttle Hub prefab | Prefabs | 525 | Funding Sponsor Deal (skipped if you already have Extractor Amplification, or play the Paradox sponsor) |
| Take a research grant | 150 Sponsor Research | Research points | 500 | |
| Take the extraction deal | Permanent +20% Rare Metals export price (240); Extractor Amplification (avg 1,400) revealed (150) and 50% cheaper (63) | Export + research | 453 | |
| A Shuttle Hub | 1 Shuttle Hub prefab | Prefabs | 525 | Buildings Free Prefabs (skipped if you play the Paradox sponsor - its Jumper Shuttle is an advanced Shuttle Hub) |
| Scrub the atmosphere | 1 Triboelectric Scrubber prefab | Prefabs | 550 | |
| Take the funding | 500 M | Money | 500 | |
| Take the machine parts | Filled Supply Pod: 30 ![]() | Advanced resources | 499 | Funding Colony Investment (skipped if you already have Deep Metal Extraction) |
| Take the mining rovers | Filled Supply Pod: 2 RC Transports and 10 Drones (2×150 + 10×22.5 + 12.5 pod) | Rovers and drones | 538 | |
| Take the export stake | Permanent +15% Rare Metals export price (180); Deep Metal Extraction (deep Rare Metal mining, avg 13,000) revealed (150) and 25% cheaper (133) | Export + research | 463 | |
| Orbital probes | Filled Supply Pod: 5 Orbital Probes | Orbital probes | 513 | Vehicles Exploration Contract |
| Map the terraforming survey | Reveal the next 3 Terraforming techs | Tech reveals | 450 | |
| Take the survey electronics | Filled Supply Pod: 20 ![]() | Advanced resources | 553 | |
| Decode the archive | A Breakthrough is revealed | Breakthrough | 500 | Research Heirloom |
| Sell the patents | 500 M | Money | 500 | |
| Trade it for lab time | 150 Sponsor Research | Research points | 500 | |
| Install the upgrades | Reveal the next 3 Physics techs | Tech reveals | 450 | Research Mandatory Upgrades |
| Request materials | Filled Supply Pod: 40 ![]() | Advanced resources | 517 | |
| Fund the research | 150 Sponsor Research | Research points | 500 | |
| Recover the databanks | Reveal the next 3 Robotics techs | Tech reveals | 450 | Salvage Salvage Rights |
| Salvage the rovers | Filled Supply Pod: an RC Commander and 10 Drones (225 + 10×22.5 + 12.5 pod) | Rovers and drones | 463 | |
| Strip the electronics | Filled Supply Pod: 20 ![]() | Advanced resources | 553 | |
| Publish the findings | Reveal the next 3 Biotech techs | Tech reveals | 450 | Research and people Field Study |
| Recruit the team | 10 Scientist applicants and a Genius applicant | Colonists | 467 | |
| Take the stipend | 500 M | Money | 500 | |
| Recover their colony records | Reveal the next 3 Social techs | Tech reveals | 450 | Research Deep Space Signal |
| Feed it to the labs | 150 Sponsor Research | Research points | 500 | |
| Trace its origin | Filled Supply Pod: 5 Orbital Probes | Orbital probes | 513 | |
| Chase every lead | Reveal the next tech in 3 different fields | Tech reveals | 450 | Research Cross-Discipline Survey |
| Send out the survey teams | Filled Supply Pod: 5 Orbital Probes | Orbital probes | 513 | |
| Recruit the research corps | 10 Scientist applicants and a Genius applicant | Colonists | 467 |
The base game fires its periodic story events in three stages, gated by how far the colony has come (story events by colony stage). This mod takes a different stance on each:
Rewards are rounded, not tuned to 500. "Rounded" means every reward amount is a clean, recognisable number - a multiple of 5 or 10 (20 Drones, 40 Polymers, 150 Sponsor Research, 5 Orbital Probes), never a figure filed down to the last unit to land exactly on 500 (not 18 Electronics, not 22 Drones, not 8 Drones). Among the round amounts you pick the one whose value sits closest to the ~500 M target, and accept that it lands a little above or below - 20 Drones is 463, 20 Electronics is 553 - rather than adding an odd unit or two to reach exactly 500. A round number reads as a deliberate gift; an odd one reads as a tuned spreadsheet cell. Amounts that are fixed by their nature (a three-tech reveal, a prefab, money at 500) simply sit where they land.
Redundant-reward gating (whole event): an event is skipped for the whole game when one of
its rewards would be wasted, even if the event's other options are fine - the gate always removes the
entire event, never a single option. Two triggers: (1) an option grants or discounts a
specific named tech the player has already researched (from a commander, sponsor, or normal
research); (2) the player's sponsor already has an advanced version of a prefab building an
option grants - e.g. the Paradox sponsor's Jumper Shuttle is an advanced Shuttle Hub, so any event
offering a Shuttle Hub prefab is skipped for Paradox. Gated today: Deep Survey and Colony Investment
(Deep Metal Extraction), Sponsor Deal (Extractor Amplification, and Paradox via its Shuttle Hub
prefab), Free Prefabs (Paradox). Generic research rewards (reveal the next tech in a field, Sponsor
Research, a random Breakthrough) name no tech and are never gated. Enforced at pick time in
Code/StS_PreFounderEventChoice.lua: STS_EVENT_BLOCK_IF_RESEARCHED via
UIColony:IsTechResearched, STS_EVENT_BLOCK_IF_SPONSOR via
GetMissionSponsor().id.
One-reveal rule: no Pre-Founder event may have more than one result that reveals techs. A
reveal can be one of an event's options, but two tech-reveals never share an event. The seven reveals
are spread one per event: a single-field reveal (that field's next 3 techs) rides Exploration Contract
(Terraforming), Drone Prototypes (Engineering), Salvage Rights (Robotics), Mandatory Upgrades
(Physics), Field Study (Biotech) and Deep Space Signal (Social); the seventh, the Cross-Discipline
Survey, reveals the next tech in 3 different random fields. Only that random-field reveal needs code
(Code/StS_PreFounderSpreadEvent.lua); the six single-field reveals are plain options in
items.lua.
Distinct-options rule: within one event, no two options may hand out the same resource. An option that gives "X of a resource" next to another that gives "less of that resource plus cash" (or plus a vehicle) is banned - it is a fake choice: the same reward padded two ways. Every option must be a genuinely different reward (a resource, cash, research, applicants, a prefab, a vehicle, a tech), so the choice is real. Example of what NOT to do: "a Filled Supply Pod with 30 Drones" next to "a Filled Supply Pod with 16 Drones and an RC Commander" - both are just Drones in different amounts.
One cash-like option, max: money and advanced resources (Polymers, Machine Parts, Electronics) are the same currency - advanced resources are just money you would otherwise spend to buy them. So an event may have at most ONE outcome that is money or an advanced-resource pod; every other outcome must be something genuinely different (a tech or Breakthrough, applicants, a prefab, a vehicle, a deposit). Two resource pods, or a resource pod plus a cash option, is banned - it is the same boring reward twice. Money is only worth offering when none of the other options is a resource.
Money is a flat 500 M: whenever an option pays money, it is always 500 M - never 450 or any other figure. One fixed cash amount keeps the money option directly comparable across every event.
An advanced-resource option gives one resource, slightly over: when an option hands out advanced resources, give a single resource (all Polymers, or all Machine Parts, or all Electronics), never a mix of different kinds - a spread of several resources is too strong, because the variety is worth more than the sum. Advanced resources are valued at 90% of their money cost (reward value): a granted pod is slightly worse than the cash, so you take it only if you need that resource. To keep the option a reasonable pick, give a small oversupply - a few more units than the money would buy - rather than an exact cash-equivalent.
A prefab option gives only prefabs: when an option's reward is a prefab building, it may hand out one or more prefabs but nothing else - no Sponsor Research, cash, resources or applicants alongside. A prefab is its own kind of reward; padding it with research makes a muddled half-and-half option instead of a clean choice.
Sensible quantities: for a building or vehicle - RC Transport, RC Commander, a Subsurface Heater, a Moisture Vaporator - you rarely need many. One is often enough, two is plenty; three or more of the same unit is not a sensible reward, because the extra copies sit unused (each prefab copy is worth half its resupply value - see reward value). If two of a unit fall short of the target value, top up with a different reward (some Sponsor Research, cash) rather than piling on a third copy.
How often each result group appears across all 46 options (15 events, 3 options each except Training Program with 4). Tech reveals now lead at seven - one per research field plus the Cross-Discipline Survey - with Rovers and drones next at six. Prefab and Prefabs are one group; Drones, Rovers, and Rovers + drones are one group.
| Group | Count |
|---|---|
| Tech reveals | 7 |
| Rovers and drones | 6 |
| Advanced resources | 5 |
| Money | 5 |
| Research points | 5 |
| Colonists | 5 |
| Orbital probes | 4 |
| Prefabs | 4 |
| Breakthrough | 2 |
| Export + research | 2 |
| Deposit + research | 1 |
Every value in the table is figured on the one wiki scale, Reward value - money, research, resources, vehicles, prefabs (half their resupply value), deposits, applicants (with saturation), and export. See that page for the method; the balancing rules for these events are in docs/pre-founder-event-rewards.md.
Prefab rewards are valued at half the prefab's resupply (import) cost: a Shuttle Hub (1,050 resupply) is 525, a Subsurface Heater (350) is 175, a Triboelectric Scrubber (1,100) is 550. Every resupply price is on Prefabs; the method is on Reward value.
The goal is a reward that reads nicely as part of the story, not an exact 500 M. Each option should be a clean, recognisable amount - 30 Drones, 5 Orbital Probes, a Shuttle Hub - chosen for how it reads, not reverse-engineered to the last unit to land on 500. Treat the scale as a sanity check: aim a ~500 M target inside a 400 to 700 M band, and do not add an odd Drone or two just to hit 500. Some rewards are fixed anyway - money at 500 and 150 Sponsor Research at 500, a three-tech field reveal at 450, five Orbital Probes at 525 - so an event's options sit a little apart inside the band by nature.
The events are hand-authored in mod-survive/items.lua
(group "StS Pre-Founder", id prefix "StS_PF_"), except the Cross-Discipline Survey, whose random-field
reveal needs code (Code/StS_PreFounderSpreadEvent.lua);
the mechanic is
Code/StS_PreFounderEventChoice.lua
and the fire timing is docs/pre-founder-event-timing.md.
Design rules and value scale: docs/pre-founder-event-rewards.md.
The vanilla pool this replaces, and the two other event stages, are on the
vanilla story-events page. The Any-time group is disabled in
Code/StS_DisableAnyTimeEvents.lua
(same empty-pool method as the Pre-Founder replacement).
Effect shapes verified in external/SurvivingMars:
Lua/ClassDefs/ClassDef-Effects.generated.lua - RewardFunding / RewardSponsorResearch / RewardTech / RevealNextTechInField / DiscoverTech / RewardApplicants / RewardPrefab / RewardExportPrice / SpawnSubsurfaceDeposits / SpawnRocketInOrbit (is_supply_pod). Funding Amount in millionths (500000000 = 500 M).Data/StoryBit/Boost*.lua - reply / outcome / effect shapes copied verbatim. Cargo names RCTransport / RCCommander / OrbitalProbe / Drone / Polymers / MachineParts / Electronics; prefab ids ShuttleHub / SubsurfaceHeater / TriboelectricScrubber; applicant traits Genius / Saint / Celebrity; deposit ResourceAmount in millionths (Boost2_DigDeep).CommonLua/StoryBits.lua (func#47) - the runtime reads a StoryBit's replies and outcomes live from the preset via ipairs + IsKindOf('StoryBitReply'), so mod-authored StoryBits fire exactly like vanilla ones.