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Anomaly and Breakthrough centred Mission Sponsor, with severe drawbacks to Colonists, Basic Resources, and minor drawbacks to Techs (with the exception of Breakthrough and Terraforming Techs, which have a slight advantage). Story (Just in case someone would like one): [i]Earth has reached a breaking point due to overpopulation and depletion of natural resources. Borders have ceased to hold any meaning, notions of nationality are extinct, and though human nature still rears its head in society, humanity as a whole has finally found equal footing; in their leap towards a new home. As the representative of the whole of human kind, it is up to you to land from that leap, and subsequently save the refugees that are humanity.[/i] Challenge: 190% Research per Sol: 100 Rare Metals price: $30M Funding: $3.000M - 4-5 Extra Breakthrough Anomalies - 3-4 Extra Event Anomalies - 2-3 Extra Free Tech Anomalies - Breakthrough and Terraforming Techs are 10% cheaper - Earns $200M for every Tech researched - Earns $500M for every Breakthrough researched - Earns 100 Research Points for every Sector explored - Earns 10 Applicants for each Breakthrough researched - Rockets cost $4.000M - Pods are unavailable - No unique buildings or vehicles. - All Applicants have the Refugee trait (drawback) - Food, Concrete and Metal are unavailable for import (drawback) - Biotech, Engineering, Physics, Robotics, and Social Techs are 10% more expensive. Goals: - Analyse 15 Anomalies >> +10% Research Boost for Breakthrough Techs - Analyse 7 Planetary Anomalies >> Grants random Tech in Breakthroughs - Have 50 Children born >> Reveal 2 Techs in Breakthroughs - Reach overall Terraforming of 35% >> Reveal 2 Techs in Breakthroughs - Complete 7 Breakthroughs >> +50% Export price on Rare Metals.
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Surviving Mars
Full game
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