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Here's the objectives screen. As you can see, not all objectives are revealed right from the start. When objectives are achieved, new ones pop up, which were dependent on the previous objectives. For example "Interim concrete production" objective is dependent on "Geosurvey capability", because it's not possible to achieve it without first building a survey office and surveying at least one deposit, so it's not going to show up until "Geosurvey capability" is achieved. The dependencies are never arbitrary, but rather arise from what the objective actually needs in order to be achievable.
It functions the same way it does in the alpha - it shows you which cargo ships you have discovered and what their payload is - except now each cargo ship has a symbol that represents it. You can thank Denis Moskowitz
The symbol is also present on the ship itself.
The research UI is similar to the objectives. Each research field has its own tab (even medicine, which may finally get some technologies in the rewrite) with current amount of research points and this season's multiplier.



You will also be able to place your own pins on the map to remember where things are or plan for the future.
Last but not least, a new structure you can build in the rewrite is the mobile generator. It can burn various resources, most importantly biomass from your greenhouses, as fuel, producing power. Because it's mobile just like the mining drill and radio tower, it can provide power at remote places, rescue stranded drills or just supplement your power grid at night. It also comes with a larger battery. Unlike factories, fueled power plants come with a slider that allows setting their production load, so you can burn the fuel as slowly as necessary.
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