The difference between Breakthrough technologies and common technologies is that the former significantly alter the game play, but only a subset of them are available in each game.
A Breakthrough is discovered, i.e. made available to be researched, every time a breakthrough anomaly is investigated by an RC Explorer.
There are currently 67 possible Breakthroughs in all, but each map will only have 13 such anomalies present.
Additional breakthroughs can be discovered via the following methods:
- Sponsor Paradox Interactive: +2-4 additional breakthrough anomalies
- Omega Telescope Wonder: +3 breakthroughs
- Bottomless Pit Research Center Upgrade: +? breakthroughs
- Possible Story bits rewards (see Story bits techs)
- Planetary Anomalies
The Research Points required for a Breakthrough depends upon their position in the Research Tree, according to the research costs table.
Advanced Drone Drive
|Drones move 40% faster.|
|Uncovers 3 - 10 new anomalies, named Alien Artifacts, which provide a boost to all research when scanned.
- Each scanned anomaly provides a 3% reduction in research cost for all technologies, including breakthroughs.
Ancient Terraforming Device
|Instantly gain 20% in all terraforming parameters.|
|Drones carry two resources at once.|
|Drone Hubs and Drone Hub Extenders no longer require Power or maintenance.|
(Researched by default when playing as Inventor)
|6||Capture Asteroids||Landing an Asteroid Lander on an Asteroid captures the Asteroid in orbit around Mars, which removes the time limit|
|7||Cargobay of holding||Reduces the cargo weight of resources by 50%|
|New Spire Building: Cloning Vats
- Creates Clones over time.
- Cloned Colonists grow and age twice as fast.
|Buildings construct themselves slowly without Drones. Nanites will seek out resources from nearby resource depots.|
|Uncovers extremely rich underground Metals deposits.|
Core Rare Metals
|Uncovers extremely rich underground Rare Metals deposits.|
|Uncovers extremely rich underground Water deposits.|
|Passenger Rockets can carry 20 more Colonists.|
|Newly grown forests have a chance to spawn Vistas and Research Sites.|
(Researched by default when playing as Geo Engineer)
|Domes cost 50% less basic resources.|
|Water requirements of Food is reduced by 50% in Farms, Hydroponic Farms, and Open Farms.|
|Unlocks upgrade for Fusion Reactors: Eternal Fusion
- Fusion Reactors no longer require workers and operate at 150 performance.
|Metals Extractors and Rare Metals Extractors can work without crews at 50 performance.|
|Unlocks upgrade for Factories: Automation
- Lowers the amount of Workers needed in factories.
|Seniors can work and have children.|
|Wind Turbines Power production increased by 100%.|
|New Dome: Diamond Dome - A diamond shaped Dome which has space for two Spires.|
|Doubles the chance that a Colonist will have or gain a rare trait.|
|Unlocks Giant Leaf, Wheat Grass, Potato, Corn, and Rice crops which have an increased Food output.|
|25||Global Support||Unlock the unique building and RC Vehicle of a random Sponsor
This tech is repeatable and can be researched multiple times.
|Domes restore +5 Sanity to their inhabitants every Sol.|
|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.|
|Buildings require maintenance less often.
- Maintenance bar build up speed reduced by 25%
|Solar Panels and Large Solar Panels Power production increased by 100%.|
|Colonists in Domes with a Spire have increased +20 Morale.|
|Schools can train the Workaholic and Hippie traits.|
|Lake pumps are self-sufficient and no longer need to be supplied with Water.
- Lakes no longer require maintenance.
|Landscaping projects progress without the need of Drones and are generally faster.|
|Unlocks upgrade for extractors: Magnetic Extraction
- Production increased by 50%.
|35||Mars Marketing||Receive 5 applicants with rare traits
This tech is repeatable and can be researched multiple times.
|All Colonists consume 25% less food.|
|Lowers Metals costs for building construction by 25%.|
|Martianborn gain 10 performance.|
|39||Mole People||Colonists restore sanity while sleeping in the Underground instead of losing sanity
Colonists also gain 10 morale while they are in the underground
|New Dome: Oval Dome - An elongated Dome which has space for two Spires.|
|All Extractors continue to extract small amounts when their deposit is depleted.|
|Dome Concrete costs reduced by 80%.|
|Unlocks Rare Trait: Empath
- Empaths raise the Morale of all Colonists in the Dome.
- The effect stacks with other Empaths.
|All colonists gain +20 performance during night shifts.|
|Amplify upgrades grant a bigger boost to production.|
|Rocket travel time reduced by 50% between both Earth and Asteroids.|
|Unlocks upgrade for Stirling Generator: Plutonium Core
- Increased Power production while opened.
|All Spires except Cloning Vats can be ordered as prefabs from Earth.|
|Drone Assembler switches to using Metals instead of Electronics for construction.
- Applies to the Positronic Brain Breakthrough as well
|When a colonist dies there's a 50% chance he or she is reconstructed as youth with the same traits.|
|Colonists need to sleep for only 1 hour and regain twice as much Sanity when sleeping.|
|Halves the Water and the Temperature requirements of grass, bushes, trees, and Open Farm crops.|
|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.
|Unlocks Upgrade: Service Bots
- Building no longer requires workers and operates at 100 performance.
|Bodies of dead Colonists are converted to Food.|
|Colonists have a 50% chance to lose a flaw on their journey to Mars.|
|Converts unused Power into Research Points.|
|Unlocks upgrade for Fungal Farms: Superfungus
- Increases production while increasing Oxygen consumption.
|Instant and free power cable construction. Power cables do not suffer from power faults.|
|Instant and free pipe construction. Pipes don't suffer from leaks.|
|Doubles the performance bonus when Colonists are working on a heavy workload.|
The Positronic Brain
|Allows the construction of Biorobots in the Drone Assembler.
- Biorobots eat, sleep and can gain traits but can't reproduce and never die from old age.
|Unlocks upgrade for Moisture Vaporator: Vector Pump|
|64||Vehicle Weight Optimizations||Drones and RC Vehicles no longer take up cargo space|
|Colonists gain 10 bonus work performance when all their stats are in the green.|
|Recharge Stations service Drones in a 3 hex-range instantly.|
|Unlocks upgrade for Low-G Lab, Research Lab & Hawking Institute: Zero-Space Computing|