# Documentation for *Technology Names* ## Biotech The Biotech field deals with Food production, life support and medicine. ### Biome Engineering Farms increase the Comfort of all residences in the Dome. Internal ID : BiomeEngineering Position in range : 7 to 10 ### Creative Biorobotics New Building: Biorobotics Workshop () - a vocation building that allows colonists to experiment with biorobots (counts towards the workshop milestone). Consumes Machine Parts. Internal ID : CreativeBiorobotics Position in range : 12 to 19 ### Dome Bioscaping Residences in Basic Domes, Micro Domes and Barrel Domes have improved Comfort. Internal ID : DomeBioscaping Position in range : 7 to 10 ### Farm Automation Farm, Hydroponic Farm & Fungal Farm Upgrade: Automation - Decreases number of workers. Internal ID : FarmAutomation Position in range : 12 to 19 ### Gene Adaptation Unlock new crops in Farms and Hydroponic Farms that provide better Food yields. Internal ID : GeneAdaptation Position in range : 11 to 11 ### Hanging Gardens New Spire Building: Hanging Gardens () - a beautiful park complex that greatly improves the Comfort of all Residences in the Dome. Internal ID : HangingGardens Position in range : 12 to 19 ### Holographic Scanning Medical Center Upgrade (Holographic Scanner) - Increases birth rate in the Dome. Internal ID : HolographicScanning Position in range : 12 to 19 ### Hygroscopic Vaporators Moisture Vaporator Upgrade (Hygroscopic Coating) - Water production increased by 50%. Internal ID : HygroscopicVaporators Position in range : 1 to 5 ### Localized Terraforming New Wonder: Geoscape Dome () - A slice of Earth on Mars, this Dome has high Comfort and increases the Sanity of its inhabitants on every Sol. Internal ID : LocalizedTerraforming Position in range : 20 to 20 ### Low-G Fungi New Building: Fungal Farm () - An out-Dome building that produces Food. Internal ID : LowGFungi Position in range : 1 to 5 ### Magnetic Filtering MOXIE Upgrade (Magnetic Filtering) - Oxygen production increased by 50%. Internal ID : MagneticFiltering Position in range : 1 to 5 ### Martianborn Adaptability Martianborn Colonists graduate faster in Universities and Sanatoriums and have higher chance to gain Perks from Schools. Internal ID : MartianbornAdaptability Position in range : 7 to 10 ### Microgravity Medicine New Spire Building: Medical Center () - has larger capacity and is more effective than the Infirmary. Internal ID : MicrogravityMedicine Position in range : 7 to 10 ### Moisture Farming New Building: Moisture Vaporator () - Produces Water from the atmosphere. Doesn't produce during Dust Storms. Internal ID : MoistureFarming Position in range : 12 to 19 ### Rejuvenation Treatment Infirmary & Medical Center Upgrade (Rejuvenation Treatment) - Improves Service Comfort and provides Relaxation, allowing Colonists to visit and gain Comfort. Internal ID : RejuvenationTreatment Position in range : 12 to 19 ### Soil Adaptation New Building: Farm () - Produces Food. Large in-Dome building which is more work-efficient and requires no Power. Internal ID : SoilAdaptation Position in range : 1 to 5 ### Stem Reconstruction Retirement age and death from old age happen later in the Colonists' lifespan. Internal ID : StemReconstruction Position in range : 12 to 19 ### Utility Crops Unlock new crops in Farms and Hydroponic Farms that provide Oxygen and improve soil quality. Internal ID : UtilityCrops Position in range : 6 to 6 ### Water Conservation System Water consumption of Domes reduced by 50%. Internal ID : WaterCoservationSystem Position in range : 12 to 19 ### Water Reclamation New Spire Building: Water Reclamation System () - drastically reduces the Water consumption of the Dome. Internal ID : WaterReclamation Position in range : 1 to 5 ## Engineering The Engineering field deals with Buildings, Domes and improves Rocket technology. ### Advanced Martian Engines Rockets and Shuttles require less Fuel. Internal ID : AdvancedMartianEngines Position in range : 1 to 5 ### Advanced Rocketry Allows the construction of Rockets on Mars. Passenger Rockets carry 10 more Colonists. Internal ID : AdvancedPassengerModule Position in range : 14 to 19 ### Arcology New Spire Building: Arcology () - provides comfortable living space for many colonists. Internal ID : Arcology Position in range : 13 to 13 ### Compact Passenger Module Passenger Rockets carry 10 more Colonists. Internal ID : CompactPassengerModule Position in range : 6 to 12 ### Decommission Protocol Allows the clearing of salvaged and destroyed buildings. Internal ID : DecommissionProtocol Position in range : 1 to 5 ### Fuel Compression Rocket Cargo Space increased by 10000 kg. Internal ID : FuelCompression Position in range : 1 to 5 ### Gravity Engineering New Dome: Mega () - The most advanced and spacious Dome design. New Dome: Mega Trigon () - A bigger triangle Dome. Internal ID : GravityEngineering Position in range : 14 to 19 ### Low-G Engineering New Dome: Medium () - A medium-sized Dome. New Dome: Trigon () - A triangle base Dome. Internal ID : LowGEngineering Position in range : 6 to 12 ### Low-G High-rise New Building: Apartments () - A Residential Building that houses many Colonists. Internal ID : LowGHighrise Position in range : 1 to 5 ### Low-G Hydrosynthesis New Building: Polymer Factory () - Produces Polymers from Water and Fuel. New Building: Fuel Refinery () - Produces Fuel from Water. Internal ID : LowGHydrosynthsis Position in range : 1 to 5 ### Mars Nouveau Building construction costs in Metals & Concrete reduced by 20% (excluding Domes). Internal ID : MarsNoveau Position in range : 14 to 19 ### Mega Storage New Building: Large Water Tank () - stores very large amounts of water. New Building: Large Oxygen Tank () - stores very large amounts of oxygen. Internal ID : MegaStorage Position in range : 6 to 12 ### Micro Manufacturing New Building: Electronics Factory () - Produces Electronics from Rare Metals. Internal ID : MicroManufacturing Position in range : 6 to 12 ### Orbital Engineering Wonder: Space Elevator () - Exports Rare Metals to Earth and offers resupply materials and prefabs at preferential prices. Internal ID : OrbitalEngineering Position in range : 20 to 20 ### Plasma Cutters Rare Metals Extractor production increased by 50%. Internal ID : PlasmaCutters Position in range : 14 to 19 ### Resilient Architecture Out-Dome buildings require maintenance less often. Internal ID : ResilientArchitecture Position in range : 14 to 19 ### Smart Home New Buildings: Smart Homes () & Smart Complex () - Provides a very comfortable living space for Colonists. Residents will recover Sanity when resting. Internal ID : SmartHome Position in range : 6 to 12 ### Storage Compression Water, Oxygen and Power storage capacity expanded by 50%. Internal ID : StorageCompression Position in range : 6 to 12 ### Sustainable Architecture In-Dome buildings require maintenance less often. Internal ID : SustainableArchitecture Position in range : 6 to 12 ### Waste Rock Liquefaction New Building: Waste Rock Processor () - slowly converts Waste Rock into Concrete. Internal ID : WasteRockLiquefaction Position in range : 14 to 19 ## Robotics The Robotics field deals with Drones, Rovers and Shuttles, as well as building automation. ### 3D Machining New Building: Machine Parts Factory () - Produces Machine Parts from Metals. Internal ID : 3DMachining Position in range : 6 to 10 ### Automated Storage New Buildings: Storages () - a set of storages that can store large amount of resources but have to be constructed and require power. Internal ID : AutomatedStorage Position in range : 6 to 10 ### Battery Optimization Drone battery capacity increased by 50%. Internal ID : BatteryOptimization Position in range : 6 to 10 ### CO2 Jet Propulsion New Building: Shuttle Hub () - Houses and refuels Shuttles that facilitate long-range transportation of resources between Depots and resettling of Colonists between Domes. Internal ID : CO2JetPropulsion Position in range : 11 to 11 ### Compact Hangars The maximum number of Shuttles that the Shuttle Hub can house is increased by 6. Internal ID : CompactHangars Position in range : 16 to 18 ### Drone Hub New Building: Drone Hub () - Controls Drones and allocates them to different jobs. Internal ID : DroneHub Position in range : 5 to 5 ### Drone Printing New Building: Drone Assembler () - Constructs Drone Prefabs from Electronics which can then be used in Drone Hubs to construct new drones. Internal ID : DronePrinting Position in range : 6 to 10 ### Drone Swarm Drone Hubs are constructed with additional 2 Drones and the maximum number of Drones is increased by 80. Internal ID : DroneSwarm Position in range : 1 to 4 ### Explorer AI Generate per Sol for each RC Explorer vehicle. Multiple vehicles result in collaboration losses. Internal ID : ExplorerAI Position in range : 1 to 4 ### Factory AI Refineries & Factories Upgrade (Factory AI) - performance increased by 20%. Internal ID : FactoryAI Position in range : 12 to 14 ### Fueled Extractors Extractors Upgrade (Fueled Extractor) - Production increased by 30% as long as the building is supplied with Fuel. Internal ID : FueledExtractors Position in range : 12 to 14 ### High-powered Jets Shuttle cargo capacity increased by 3. Internal ID : HighPoweredJets Position in range : 16 to 18 ### Large-scale Excavation Wonder: The Excavator () - Produces Concrete directly from the Martian soil without requiring a deposit. Internal ID : LargeScaleExcavation Position in range : 20 to 20 ### Low-G Drive Drones and Rovers move 20% faster. Internal ID : LowGDrive Position in range : 1 to 4 ### Martian Aerodynamics Shuttle speed increased by 33%. Internal ID : MartianAerodynamics Position in range : 12 to 14 ### Project Mohole Wonder: Mohole Mine () - Extracts Metals, Rare Metals and Waste Rock without the need of a deposit, while heating the surrounding area. Internal ID : ProjectMohole Position in range : 19 to 19 ### Rover Command AI The RC Commander starts with 4 additional Drones and command limit increased by 12. Unlocks new Automated Mode for RC Explorer and RC Transport. Internal ID : RoverCommandAI Position in range : 6 to 10 ### Rover Printing Can construct RC Commander (), RC Transport () and RC Explorer (). Internal ID : RoverPrinting Position in range : 15 to 15 ### The Martian Network New Spire Building: Network Node () - increases the research output of all Research Labs and Hawking Institutes in the Dome. Internal ID : TheMartianNetwork Position in range : 16 to 18 ### Transport Optimization The RC Transport harvests resources faster and its maximum storage is increased by 15. Internal ID : TransportOptimization Position in range : 1 to 4 ## Physics The Physics field deals with Power production, exploration and disaster safety. ### Adapted Probes Probes are cheaper and can deep scan. Internal ID : AdaptedProbes Position in range : 1 to 5 ### Atomic Accumulator New Building: Atomic Accumulator () - Stores electrical Power. Has huge capacity but charges slowly. Internal ID : AtomicAccumulator Position in range : 7 to 9 ### Autonomous Sensors Sensor Towers no longer require Power or maintenance. Internal ID : AutonomousSensors Position in range : 1 to 5 ### Creative Realities New Building: VR Workshop () - a vocation building that allows colonists to experiment with virtual reality (counts towards the workshop milestone). Consumes Electronics. Internal ID : CreativeRealities Position in range : 11 to 14 ### Deep Metal Extraction Can exploit deep Metal and Rare Metal deposits. Internal ID : DeepMetalExtraction Position in range : 11 to 18 ### Deep Scanning Sectors can now be scanned again for deep deposits. Exploiting these deposits requires additional technologies. Internal ID : DeepScanning Position in range : 10 to 10 ### Deep Water Extraction Can exploit deep Water deposits. Internal ID : DeepWaterExtraction Position in range : 11 to 18 ### Dust Repulsion Solar Panels are gradually cleaned from dust when closed, resulting in less frequent maintenance. Internal ID : DustRepulsion Position in range : 7 to 9 ### Extractor Amplification Concrete Plant & Extractors Upgrade (Amplify) - Increases production by 25% but also increases Power consumption by . Internal ID : ExtractorAmplification Position in range : 1 to 5 ### Factory Amplification Refineries & Factories Upgrade (Amplify) - Increases production by 25% but also increases Power consumption by . Internal ID : FactoryAmplification Position in range : 7 to 9 ### Fusion Autoregulation Fusion Reactor Upgrade (Auto-regulator) - reduces the amount of workers. Internal ID : FusionAutoregulation Position in range : 15 to 18 ### Interplanetary Astronomy Wonder: Omega Telescope () - Gives access to new Breakthrough Technologies and reduces overall research costs. Internal ID : InterplanetaryAstronomy Position in range : 20 to 20 ### Low-G Turbines Wind Turbine Upgrade (Polymer Blades): Power production increased by 33%. Internal ID : LowGTurbines Position in range : 1 to 5 ### Meteor Defense System New Building: MDS Laser () - Destroys falling meteors in its range. Internal ID : MeteorDefenseSystem Position in range : 11 to 18 ### Micro Fusion Wonder: Artificial Sun () - Produces colossal amounts of Power. It provides light for nearby Solar Panels during the dark hours and heats the surrounding area. Consumes vast amounts of Water on startup. Internal ID : MicroFusion Position in range : 19 to 19 ### Nuclear Fusion New Building: Fusion Reactor () - Generates Power. Out-Dome building which requires Workers to operate. Internal ID : NuclearFusion Position in range : 11 to 14 ### Research Amplification Low-G Lab, Research Lab, Hawking Institute & Network Node Upgrade (Amplify) - Increases production by 25% but also increases Power consumption. Internal ID : ResearchAmplification Position in range : 11 to 18 ### Stirling Generator New Building: Stirling Generator () - Generates Power. While closed the Generator is protected from dust, but produces less Power. Internal ID : StirlingGenerator Position in range : 6 to 6 ### Subsurface Heating New Building: Subsurface Heater () - Increases the local temperature in cold areas and protects nearby buildings from Cold Waves. Consumes Water. Internal ID : SubsurfaceHeating Position in range : 1 to 5 ### Triboelectric Scrubbing New Building: Triboelectric Scrubber () - Emits pulses which reduce the Dust accumulated on buildings in its range. Internal ID : TriboelectricScrubbing Position in range : 11 to 18 ## Social The Social field deals with Colonists, traits, Martian society and Funding. ### "Live From Mars" More applicants will start to appear on Earth. Internal ID : LiveFromMars Position in range : 1 to 5 ### Behavioral Melding Sanatorium Upgrade (Behavioral Melding) - replaces removed flaws with random Perks. Internal ID : BehavioralMelding Position in range : 15 to 19 ### Behavioral Shaping New Spire Building: Sanatorium () - treats colonists to remove flaws. Internal ID : BehavioralShaping Position in range : 12 to 14 ### Creative Disposition New Building: Art Workshop () - a vocation building that allows colonists to experiment with different forms of art (counts towards the workshop milestone). Consumes Polymers. Internal ID : CreativeDisposition Position in range : 12 to 19 ### Dream Reality Wonder: Project Morpheus () - Stimulates the development of new Perks in adult Colonists throughout the entire Colony. Internal ID : DreamReality Position in range : 20 to 20 ### Earth-Mars Initiative Increases research provided by sponsor by . Internal ID : EarthMarsInitiative Position in range : 1 to 5 ### Emergency Training Security Officers and Medics have +10 performance when working in their specialty. Internal ID : EmergencyTraining Position in range : 7 to 10 ### General Training Colonists without the proper specialization suffer a lower work penalty. Internal ID : GeneralTraining Position in range : 7 to 10 ### Home Collective Residential Building Upgrade (Home Collective) - Increases the Service Comfort of the building by 10. Internal ID : HomeCollective Position in range : 12 to 19 ### Mars Crowdfunding Receive a one-time grant of funding. Internal ID : MarsHype Position in range : 1 to 5 ### Martian Copyrights License Martian copyrights for use back on Earth. Earn funding. This tech is repeatable and can be researched multiple times. Internal ID : MartianCopyrithgts Position in range : 12 to 19 ### Martian Education New Building: Martian University () - Trains Scientists, Geologists, Botanists, Medic, Engineers or Security officers. Internal ID : MartianEducation Position in range : 6 to 6 ### Martian Festivals Decorations have increased Service Comfort. Internal ID : MartianFestivals Position in range : 12 to 19 ### Martian Institute of Science New Building: Hawking Institute () - Generates Research faster than a Research Lab. Internal ID : MartianInstituteOfScience Position in range : 11 to 11 ### Martian Patents License Martian technology for use back on Earth. Earn funding. This tech is repeatable and can be researched multiple times. Internal ID : MartianPatents Position in range : 7 to 10 ### Martianborn Resilience Martianborn don't take Sanity damage when working in out-Dome buildings. Internal ID : MartianbornResilience Position in range : 12 to 19 ### Martianborn Strength Martianborn don't take Sanity damage from disasters. Internal ID : MartianbornStrength Position in range : 12 to 19 ### Productivity Training Engineers and Geologists have +10 performance when working in their specialty. Internal ID : ProductivityTraining Position in range : 1 to 5 ### Supportive Community Lowers the risk of colonists developing flaws after Sanity breakdown. Internal ID : SupportiveCommunity Position in range : 7 to 10 ### Systematic Training Scientists and Botanists have +10 performance when working in their specialty. Internal ID : SystematicTraining Position in range : 1 to 5 ## Breakthroughs No Description ### Advanced Drone Drive Drones move 40% faster. Internal ID : AdvancedDroneDrive Position in range : 1 to 100 ### Alien Imprints Uncovers new Anomalies – Alien Artifacts – which provide a tech cost reduction to all fields when scanned. Internal ID : AlienImprints Position in range : 1 to 100 ### Artificial Muscles Drones carry two resources at once. Internal ID : ArtificialMuscles Position in range : 1 to 100 ### Autonomous Hubs Drone Hubs no longer require Power or maintenance. Internal ID : AutonomousHubs Position in range : 1 to 100 ### Cloning New Spire Building: Cloning Vats () - creates Clones over time. Cloned colonists grow and age twice as fast. Internal ID : Cloning Position in range : 1 to 100 ### Construction Nanites Buildings construct themselves slowly without Drones. Nanites will seek out resources from nearby resource depots. Internal ID : ConstructionNanites Position in range : 1 to 100 ### Core Metals Uncovers extremely rich underground Metal deposits. Internal ID : CoreMetals Position in range : 1 to 100 ### Core Rare Metals Uncovers extremely rich underground Rare Metal deposits. Internal ID : CoreRareMetals Position in range : 1 to 100 ### Core Water Uncovers extremely rich underground Water deposits. Internal ID : CoreWater Position in range : 1 to 100 ### Cryo-sleep Passenger Rockets carry 20 more Colonists. Internal ID : CryoSleep Position in range : 1 to 100 ### Dome Streamlining Domes cost 50% less basic resources. Internal ID : DomeStreamlining Position in range : 1 to 100 ### Dry Farming Water requirements of crops is reduced by 50%. Internal ID : DryFarming Position in range : 1 to 100 ### Eternal Fusion Fusion Reactors Upgrade (Eternal Fusion) - Fusion Reactors no longer require workers and operate at 150 performance. Internal ID : EternalFusion Position in range : 1 to 100 ### Extractor AI Metals Extractors and Rare Metals Extractors can work without crews at 50 performance. Internal ID : ExtractorAI Position in range : 1 to 100 ### Factory Automation Factory Upgrade (Automation) - Lowers the amount of Workers needed in factories. Internal ID : FactoryAutomation Position in range : 1 to 100 ### Forever Young Seniors can work and have children. Internal ID : ForeverYoung Position in range : 1 to 100 ### Frictionless Composites Wind Turbines Power production increased by 100%. Internal ID : FrictionlessComposites Position in range : 1 to 100 ### Gem Architecture New Dome: Diamond Dome () - A diamond shaped Dome which has space for two Spires. Internal ID : GemArchitecture Position in range : 1 to 100 ### Gene Selection Doubles the chance that a Colonist will have or gain a rare trait. Internal ID : GeneSelection Position in range : 1 to 100 ### Giant Crops Unlocks giant crops which have an increased Food output. Internal ID : GiantCrops Position in range : 1 to 100 ### Good Vibrations Domes restore Sanity to their inhabitants every Sol. Internal ID : GoodVibrations Position in range : 1 to 100 ### Hive Mind Residents in the Arcology get a bonus to work performance based on the number of unique perks and specializations of colonists living in the Arcology. Internal ID : HiveMind Position in range : 1 to 100 ### Hull Polarization Buildings require maintenance less often. Internal ID : HullPolarization Position in range : 1 to 100 ### Hypersensitive Photovoltaics Solar Arrays, Solar Panels and Large Solar Panels Power production increased by 100%. Internal ID : HypersensitivePhotovoltaics Position in range : 1 to 100 ### Inspiring Architecture Colonists in Domes with a Spire have increased Morale. Internal ID : InspiringArchitecture Position in range : 1 to 100 ### Interplanetary Learning Schools can train the Workaholic and Hippie traits. Internal ID : InterplanetaryLearning Position in range : 1 to 100 ### Magnetic Extraction Extractor Upgrade (Magnetic Extraction) - Production increased by 50%. Internal ID : MagneticExtraction Position in range : 1 to 100 ### Martian Diet All Colonists consume 25% less Food. Internal ID : MartianDiet Position in range : 1 to 100 ### Martian Steel Lowers Metals costs for building construction by 25%. Internal ID : MartianSteel Position in range : 1 to 100 ### Martianborn Ingenuity Martianborn gain 10 performance. Internal ID : MartianbornIngenuity Position in range : 1 to 100 ### Multispiral Architecture New Dome: Oval Dome () - An elongated Dome which has space for two Spires. Internal ID : MultispiralArchitecture Position in range : 1 to 100 ### Nano Refinement All Extractors continue to extract small amounts when their deposit is depleted. Internal ID : NanoRefinement Position in range : 1 to 100 ### Neo-Concrete Dome Concrete costs reduced by 80%. Internal ID : NeoConcrete Position in range : 1 to 100 ### Neural Empathy Unlocks Rare Trait - Empath. Empaths raise the Morale of all Colonists in the Dome. The effect stacks with other Empaths. Internal ID : NeuralEmpathy Position in range : 1 to 100 ### Nocturnal Adaptation All colonists gain +20 performance during night shifts Internal ID : NocturnalAdaptation Position in range : 1 to 100 ### Overcharge Amplifications Amplify upgrades grant a bigger boost to production. Internal ID : OverchargeAmplification Position in range : 1 to 100 ### Plasma Rocket Rocket travel time to and from Earth reduced by 50%. Internal ID : PlasmaRocket Position in range : 1 to 100 ### Plutonium Synthesis Stirling Generator Upgrade (Plutonium Core) - Increased Power production while opened. Internal ID : PlutoniumSynthesis Position in range : 1 to 100 ### Prefab Compression All Spires can be ordered as prefabs from Earth. Internal ID : PrefabCompression Position in range : 1 to 100 ### Printed Electronics Allows Drones Prefabs to be constructed in the Drone Assembler using Metals instead of Electronics. Internal ID : PrintedElectronics Position in range : 1 to 100 ### Project Phoenix When a colonist dies there's a 50% chance he or she is reconstructed as youth with the same traits. Internal ID : ProjectPhoenix Position in range : 1 to 100 ### Rapid Sleep Colonists need to sleep for only 1 hour and regain extra Sanity when sleeping. Internal ID : RapidSleep Position in range : 1 to 100 ### Safe Mode When a colonist suffers a Sanity breakdown, they fall asleep and wake up after 6 hours with 70 Sanity. Colonists can't commit suicide or gain flaws due to sanity breakdown. Internal ID : SafeMode Position in range : 1 to 100 ### Service Bots Non-medical Service Buildings Upgrade (Service Bots) - service buildings no longer require workers and operate at 100 performance. Internal ID : ServiceBots Position in range : 1 to 100 ### Soylent Green Bodies of dead Colonists are converted to Food. Internal ID : SoylentGreen Position in range : 1 to 100 ### Space Rehabilitation Colonists have a 50% chance to lose a flaw on their journey to Mars. Internal ID : SpaceRehabilitation Position in range : 1 to 100 ### Superconducting Computing Converts unused Power into Research Points. Internal ID : SuperconductingComputing Position in range : 1 to 100 ### Superfungus Fungal Farm Upgrade (Superfungus) - Increases production while increasing Oxygen consumption. Internal ID : Superfungus Position in range : 1 to 100 ### Superior Cables Instant and free power cable construction. Power cables do not suffer from power faults. Internal ID : SuperiorCables Position in range : 1 to 100 ### Superior Pipes Instant and free pipe construction. Pipes don't suffer from leaks. Internal ID : SuperiorPipes Position in range : 1 to 100 ### Sustained Workload Doubles the performance bonus when Colonists are working on a heavy workload. Internal ID : SustainedWorkload Position in range : 1 to 100 ### The Positronic Brain Allows the construction of Biorobots in the Drone Assembler. Biorobots eat and can gain traits but can't reproduce and never die from old age. Internal ID : ThePositronicBrain Position in range : 1 to 100 ### Vector Pump Moisture Vaporator Upgrade (Vector Pump) - Water production increased by 100%. Internal ID : VectorPump Position in range : 1 to 100 ### Vocation-Oriented Society Colonists gain 10 bonus work performance when all their stats are in the green. Internal ID : Vocation-Oriented Society Position in range : 1 to 100 ### Wireless Power Recharge Stations service Drones in a 3 hex-range instantly. Internal ID : WirelessPower Position in range : 1 to 100 ### Zero-Space Computing Low-G Lab, Research Lab & Hawking Institute Upgrade (Zero-Space Computing) - Research points production increased. Internal ID : ZeroSpaceComputing Position in range : 1 to 100 ## Storybits No Description ### Analyze Space Telescope Data Help Lambda Industries analyze the data from their space telescope deployed near Mars. Internal ID : ResearchCooperation Position in range : 1 to 100 ### Anomalous Genome Resequencing Discover the reason behind the unexpected overnight gene re-writing of your colonists. Internal ID : AnomalousGenomeResequencing Position in range : 1 to 100 ### Cancer Research Initiative Dedicate your research towards the initiative for discovering a Cure for cancer. Internal ID : Cure4Cancer Position in range : 1 to 100 ### Dust Sickness Cure The Dust Sickness is affecting more and more colonists we need to find a cure as soon as possible. Once the cure is found afflicted colonists will lose the Dust Sickness trait. Internal ID : DustSicknessCure Position in range : 1 to 100 ### Gene Forging Increases the chance that a Colonist will have or gain a rare trait. Internal ID : GeneForging Position in range : 1 to 100 ### Geo-Crust Scanner Complete this research to immediately discover several new metal and rare metal deposits. Internal ID : SurveyOffer Position in range : 1 to 100 ### MOXIE 2.0 Redesign the MOXIE unit from the ground up to remove all design flaws and patchworks and increase air production by 2. Internal ID : MOXIE_2 Position in range : 1 to 100 ### Rogue Nanite Deactivation Deactivate the Rogue Nanites to stop their destructive effect on your Colony. Internal ID : RogueNaniteDeactivation Position in range : 1 to 100 ### Rogue Nanites Analysis Analyze the abnormal behavior of the Rogue Nanites and the reasons for the glitch. Internal ID : RogueNanitesAnalysis Position in range : 1 to 100 ### Stirling Generator Cable Faults Discover what is causing the cable faults related to Stirling Generators and fix the issue. Internal ID : StirlingGeneratorFault Position in range : 1 to 100 ### The Cypher Decipher the secret contents of a strange message discovered in a strange probe on the surface of Mars. Internal ID : TheCypher Position in range : 1 to 100 ### The Incident Investigate the reason behind the critical malfunction of one of our Fusion Reactors. You won't be able to construct new Fusion Reactors until this tech has been researched. Internal ID : TheIncident Position in range : 1 to 100 ### Violent Urges Investigates the inexplicable crimes committed by Arcology residents. Internal ID : ViolentUrges Position in range : 1 to 100 ### Wind Turbine Redesign Our initial design for Wind Turbines is underperforming. We need a better one taking into account the real Martian conditions. Internal ID : WindTurbineRedesign Position in range : 1 to 100 (insert footer.md.html here)