Breakthrough

From Surviving Mars Wiki
Jump to navigation Jump to search

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.

e.g. The technology "Battery Optimization" increases the Drones' accumulator capacity by 50%, while the breakthrough "Neo-Concrete" reduces the concrete costs of all Domes by 80%


A Breakthrough is discovered, i.e. made available to be researched, every time a Anomaly - Breakthrough.png 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.png 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.

Icon Technology Effect
1 Technology - Advanced Drone Drive.png
Advanced Drone Drive
Drones move 40% faster.
2 Technology - Alien Imprints.png
Alien Imprints
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.

3 Ancient terraforming device.png
Ancient Terraforming Device
Instantly gain 20% in all terraforming parameters.
4 Technology - Artificial Muscles.png
Artificial Muscles
Drones carry two resources at once.
5 Technology - Autonomous Hubs.png
Autonomous Hubs
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%
8 Technology - Cloning.png
Cloning
New Spire Building: Cloning Vats

- Creates Clones over time.

- Cloned Colonists grow and age twice as fast.

9 Technology - Construction Nanites.png
Construction Nanites
Buildings construct themselves slowly without Drones. Nanites will seek out resources from nearby resource depots.
10 Technology - Core Metals.png
Core Metals
Uncovers extremely rich underground Metals.png Metals deposits.
11 Technology - Core Rare Metals.png
Core Rare Metals
Uncovers extremely rich underground RareMetals.png Rare Metals deposits.
12 Technology - Core Water.png
Core Water
Uncovers extremely rich underground Water.png Water deposits.
13 Technology - Cryo-Sleep.png
Cryo-sleep
Passenger Rockets can carry 20 more Colonists.
14 Designed Forestation.png
Designed Forestation
Newly grown forests have a chance to spawn Vistas and Research Sites.
(Researched by default when playing as Geo Engineer)
15 Technology - Dome Streamlining.png
Dome Streamlining
Domes cost 50% less basic resources.
16 Technology - Dry Farming.png
Dry Farming
Water requirements of Food.png Food is reduced by 50% in Farms, Hydroponic Farms, and Open Farms.
17 Technology - Eternal Fusion.png
Eternal Fusion
Unlocks upgrade for Fusion Reactors: Eternal Fusion

- Fusion Reactors no longer require workers and operate at 150 performance.

18 Technology - Extractor AI.png
Extractor AI
Metals Extractors and Rare Metals Extractors can work without crews at 50 performance.
19 Technology - Factory Automation.png
Factory Automation
Unlocks upgrade for Factories: Automation

- Lowers the amount of Workers needed in factories.

20 Technology - Forever Young.png
Forever Young
Seniors can work and have children.
21 Technology - Frictionless Composites.png
Frictionless Composites
Wind Turbines Power production increased by 100%.
22 Technology - Gem Architecture.png
Gem Architecture
New Dome: Diamond Dome - A diamond shaped Dome which has space for two Spires.
23 Technology - Gene Selection.png
Gene Selection
Doubles the chance that a Colonist will have or gain a rare trait.
24 Technology - Giant Crops.png
Giant Crops
Unlocks Giant Leaf, Wheat Grass, Potato, Corn, and Rice crops which have an increased Food.png 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.

26 Technology - Good Vibrations.png
Good Vibrations
Domes restore +5 Sanity to their inhabitants every Sol.
27 Technology - Hive Mind.png
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.
28 Technology - Hull Polarization.png
Hull Polarization
Buildings require maintenance less often.

- Maintenance bar build up speed reduced by 25%

29 Technology - Hypersensitive Photovoltaics.png
Hypersensitive Photovoltaics
Solar Panels and Large Solar Panels Power.png Power production increased by 100%.
30 Technology - Inspiring Architecture.png
Inspiring Architecture
Colonists in Domes with a Spire have increased +20 Morale.
31 Technology - Interplanetary Learning.png
Interplanetary Learning
Schools can train the Workaholic and Hippie traits.
32 Lake Vaporators.png
Lake Vaporators
Lake pumps are self-sufficient and no longer need to be supplied with Water.png Water.

- Lakes no longer require maintenance.

33 Landscaping Nanites.png
Landscaping Nanites
Landscaping projects progress without the need of Drones and are generally faster.
34 Technology - Magnetic Extraction.png
Magnetic Extraction
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.

36 Technology - Martian Diet.png
Martian Diet
All Colonists consume 25% less food.
37 Technology - Martian Steel.png
Martian Steel
Lowers Metals costs for building construction by 25%.
38 Technology - Martianborn Ingenuity.png
Martianborn Ingenuity
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

40 Technology - Multispiral Architecture.png
Multispiral Architecture
New Dome: Oval Dome - An elongated Dome which has space for two Spires.
41 Technology - Nano Refinement.png
Nano Refinement
All Extractors continue to extract small amounts when their deposit is depleted.
42 Technology - Neo-Concrete.png
Neo-Concrete
Dome Concrete costs reduced by 80%.
43 Technology - Neural Empathy.png
Neural Empathy
Unlocks Rare Trait: Empath

- Empaths raise the Morale of all Colonists in the Dome.

- The effect stacks with other Empaths.

44 Technology - Nocturnal Adaptation.png
Nocturnal Adaptation
All colonists gain +20 performance during night shifts.
45 Technology - Overcharge Amplifications.png
Overcharge Amplifications
Amplify upgrades grant a bigger boost to production.
46 Technology - Plasma Rocket.png
Plasma Rocket
Rocket travel time reduced by 50% between both Earth and Asteroids.
47 Technology - Plutonium Synthesis.png
Plutonium Synthesis
Unlocks upgrade for Stirling Generator: Plutonium Core

- Increased Power production while opened.

48 Technology - Prefab Compression.png
Prefab Compression
All Spires except Cloning Vats can be ordered as prefabs from Earth.
49 Technology - Printed Electronics.png
Printed Electronics
Drone Assembler switches to using Metals.png Metals instead of Electronics.png Electronics for construction.

- Applies to the Positronic Brain Breakthrough as well

50 Technology - Project Phoenix.png
Project Phoenix
When a colonist dies there's a 50% chance he or she is reconstructed as youth with the same traits.
51 Technology - Rapid Sleep.png
Rapid Sleep
Colonists need to sleep for only 1 hour and regain twice as much Sanity when sleeping.
52 Resilient Vegetation.png
Resilient Vegetation
Halves the Water and the Temperature requirements of grass, bushes, trees, and Open Farm crops.
53 Technology - Safe Mode.png
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.

54 Technology - Service Bots.png
Service Bots
Unlocks Upgrade: Service Bots

- Building no longer requires workers and operates at 100 performance.

- Upgrade costs 10 Electronics.png Electronics per building.


Buildings: Casino, Diner, Spacebar, Electronics Store, Jewelry Store, Megamall, Low G Amusement Park

55 Technology - Soylent Green.png
Soylent Green
Bodies of dead Colonists are converted to Food.png Food.

- 1Food.png Food is dropped where a colonist dies

56 Technology - Space Rehabilitation.png
Space Rehabilitation
Colonists have a 50% chance to lose a flaw on their journey to Mars.
57 Technology - Superconducting Computing.png
Superconducting Computing
Converts unused Power into Research Points.

The first unused 500 Power.png Power is converted into 1.5 Research.png each. Any unused power beyond 500 is converted into 0.375 Research.png each.

58 Technology - Superfungus.png
Superfungus
Unlocks upgrade for Fungal Farms: Superfungus

- Increases production while increasing Oxygen consumption.

59 Technology - Superior Cables.png
Superior Cables
Instant and free power cable construction. Power cables do not suffer from power faults.
60 Technology - Superior Pipes.png
Superior Pipes
Instant and free pipe construction. Pipes don't suffer from leaks.
61 Technology - Sustainable Overtime.png
Sustained Workload
Doubles the performance bonus when Colonists are working on a heavy workload.
62 Technology - The Positronic Brain.png
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.

- Cost: 5 Electronics.png each; 5 Metals.png Metals each if Printed Electronics is researched.

63 Technology - Vector Pump.png
Vector Pump
Unlocks upgrade for Moisture Vaporator: Vector Pump

-Water.png Water production increased by 100%.

64 Vehicle Weight Optimizations Drones and RC Vehicles no longer take up cargo space
65 Technology - Vocation-Oriented Society.png
Vocation-Oriented Society
Colonists gain 10 bonus work performance when all their stats are in the green.
66 Technology - Wireless Power.png
Wireless Power
Recharge Stations service Drones in a 3 hex-range instantly.
67 Technology - Zero-Space Computing.png
Zero-Space Computing
Unlocks upgrade for Low-G Lab, Research Lab & Hawking Institute: Zero-Space Computing

- Research points Research.png production increased by +25%. Upgrade cost: 10 Electronics.png / 5 Electronics.png / 10 Electronics.png