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# 4.1 Tech Balance Changelog General Changes: Organised Agriculture Monthly Population +5% -> +15% Seed Selection and Plant Cultivation Monthly Population +7.5% -> +20% Crop Rotation, Irrigation and Industrial Fertilized Monthly Population +10% -> +25% Automated Harvesting and Gene Crops Monthly Population +10% -> +30% Some miscellaneous sources of monthly population increased. Some miscellaneous sources of conscription marginally decreased (Dev Note: Monthly population is an often lackluster modifier in the grand scheme of OWB. For most nations that ever struggle with manpower, its small, incremental and proportional nature often makes increases to it hardly matter. For larger nations manpower rarely is a concern and even when it is there are easier ways to increase it. If we were to rectify this in a nature more accurate to Fallout as a setting, what we would probably do is significantly buff the sources of it so obtaining them is far more impactful, significantly nerf the base rate of monthly population growth so that the peak still is not as high, and then nerf many sources of conscription across the game to push it further into relevancy. If this were done, it would likely make for a far more interesting and flavorful experience with regards to population management, but it would take a large amount of work and testing to do something so ambitious right. For now we're settling for the same idea done to a much more mild extent. Regardless, these changes should hopefully be improvements.) Infrastructure Max Fuel +0.5k -> +1k Extraction Techs Resource Gain Efficiency +8% -> +10%, granted +5% Foundry, Water Purifier, Power Station and Fabrication Lab construction speed Recycling Techs Free Repair +3% -> +5% Resource Production tech Resource Gain Efficiency +3% -> +5% Base Power Station Energy 3 -> 2, Power Station tech upgrades +1 Energy -> +2 Energy Fabrication Laboratory tech upgrades +1 Circuitry -> +2 Circuitry (Dev Note: 4.0.6's changes to resources through the Infrastructure nerf have had even wider consequences than anticipated for some key regions. While such a wide reaching change was bound to require some refining over time, these changes should help with the issue of some nations in some regions reaching too punishing of a limit on their capacity to obtain vital resources even after conquering numerous nations around them (Utah and Nevada in particular are the worst offenders). These changes will allow for nations that have grown quite strong and large to actual invest said strength into particular research and resource generators and receive a more sizable reward for doing so.) Air Attack hit chance reduced by 20% (Dev Note: Similar to the 4.0.5 changes, this is to the defines and not visible within the game. Furthermore, because this value also affects the reduction to CAS damage by anti-air, the other scaling factor in the formula has been adjusted. Therefore this change will only affect the rate at which planes are shot down and will not nerf the reduction of incoming CAS damage which is granted by Air Attack.) Added 5 new development decisions for a handful of states in Colorado, Utah and Montana Research Changes: Infantry and Support Changes: Infantry Unit granted +10% Defense, Militia and Lawkeeper -25% Defense -> -15% Defense (Dev Note: OWB has trended back and forth over the years between being an offense and defense favored game. Recently, Defense has proven to be quite strong to the point that fights can often turn into stalemates. However, much of this has been off the back of units like Enforcers and Motorized being strictly better on the defense than Infantry and not because of Infantry itself. This change allows Infantry specifically to better fulfill their niche as a holding unit without increasing the defense of units like Motorized and Enforcers. Ideally this will not lead to more stalemates in wars, but we'll be closely monitoring this change and its reception in case that occurs.) Horses +20% Desert Attack and Defense and +15% Plains Attack and Defense swapped #Fireteam Equipment Makeshift SAW Soft Attack 8 -> 7.5 Piercing 25 -> 20 LMG Defense 20 -> 18, Soft Attack 13 -> 12, Air Attack 8 -> 7 Heavy RCW Defense 20 -> 18, Soft Attack 8 -> 7.5, Hard Attack 13 -> 12 HMG Defense 25 -> 23, Soft Attack 18 -> 16.5, Air Attack 12 -> 11 Gatling Laser Defense 25 -> 23, Soft Attack 12 -> 11, Hard Attack 17 -> 16 Minigun Defense 30 -> 28, Soft Attack 23 -> 21, Air Attack 16 -> 15 Tesla Cannon Defense 30 -> 28, Soft Attack 16 -> 14.5, Hard Attack 21 -> 20 SMMG Soft and Hard Attack 24 -> 23, Air Attack 20 -> 18 #Fireteam In-Between Techs Low Caliber Ammunition Fireteams Soft Attack +5% -> +15%, granted -5% Fireteam Hard Attack and Piercing High Caliber Ammunition Fireteam Soft Attack and Attack +3% -> +5%, Piercing +3% -> +10% Lightweight Mantle Fireteam Platoon Reliability +1% and Support Reliability +5% changed to 3% for all Fireteams (Dev Note: To clarify, this is the Cooling Jacket tech for Ballistic Fireteams. Due to duplicate techs being called "Cooling Jacket" by mistake it has now been renamed) Seven Barrels Fireteam Soft Attack +5% -> +10% Three Barrels granted Fireteam Breakthrough +10% Heat Resistant Lenses granted Fireteam Defense and Breakthrough +5% Refined Focus Lenses Fireteam Soft Attack +3% removed, Piercing +3% -> +15%, granted +3% Fireteam Air Attack Nitrogen Cooling Fireteam Platoon Reliability +1% and Support Reliability +5% changed to 3% for all Fireteams (Dev Note: To clarify, this is the Cooling Jacket tech for Laser Fireteams. Due to duplicate techs being called "Cooling Jacket" by mistake it has now been renamed) Rapidly Discharging Ammunition granted +5% Fireteam Hard Attack and Air Attack #Demolitions Equipment Dynamite Defense 3 -> 2.5, Breakthrough 4 -> 5 Flamer Defense 6 -> 5, Breakthrough 9 -> 10, Hard Attack 6.5 -> 7 Frag Grenade Defense and Breakthrough 7 -> 7.5 (Dev Note: Demolitions have very respectable stat outputs on their later equipments, but early on they struggle to compete with the defensive benefits of Fireteams, the virtually required status of Anti-Tank and the flexibility of some non-combat companies. These changes should help with this slightly.) Incinerator Defense 9 -> 7.5, Soft Attack 15 -> 14.5, Hard Attack 12 -> 11 Heavy Incinerator Defense 12 -> 10, Soft Attack 18 -> 17.5, Hard Attack 16 -> 15 Grenade Rifle Breakthrough 13 -> 12, Piercing 20 -> 19 Grenade Machine-Gun Breakthrough 19 -> 17, Piercing 25 -> 24 RG Launcher Breakthrough 30 -> 28, Soft Attack 25 -> 26, Hard Attack 20 -> 19, Air Attack 15 -> 12 #Demolitions In-Between Techs Sustained Pressure granted +5% Demolitions Breakthrough and Defense High Pressure Soft Attack, Hard Attack and Piercing +3% -> +5%. Granted +10% Demolitions HP Cooling Jacket Demolitions Platoon Reliability +1% -> +5% (Dev Note: Due to how Reliability math works, this is not stronger than the bonus given to Fireteams as one might assume. While this is indeed a flat number addition, Reliability reduces equipment losses at a rate which isn't linear, meaning the difference between 90% and 95% Reliability is greater than the difference between 80% and 85% Reliability in practice.) Long Lasting Flames Demolitions Soft Attack +5% -> +15%, granted -10% Demolitions Defense Operational Security Demolitions Platoon Reliability +1% -> +5% (Dev Note: Due to how Reliability math works, this is not stronger than the bonus given to Fireteams as one might assume. While this is indeed a flat number addition, Reliability reduces equipment losses at a rate which isn't linear, meaning the difference between 90% and 95% Reliability is greater than the difference between 80% and 85% Reliability in practice.) Volatile Explosives Demolitions Soft Attack +5% -> +10%, granted -3% Demolitions Breakthrough Propulsion Charge Advancements Demolitions Soft and Hard Attack +4% -> +5%, granted +5% Demolitions Breakthrough Cyclic Fire granted +15% Demolitions Defense Burst Fire granted +5% Demolitions Breakthrough and Piercing (Dev Note: The above list of changes to Fireteams and Demolitions may seem strange or unnecessarily long at first glance, especially with how buffing the equipment's in-between techs while nerfing its base stats are 2 changes that seem to cancel each other out. However, between rewards from focuses and events and the Organizations Market there are more ways to acquire later forms of these equipments than just through research. The intent behind these changes, therefore, is to simultaneously lower the power level of simply buying equipment off of organizations slightly while keeping the support companies just as powerful when acquired through research. Shifting more of their power into in-between techs also has the two positive side effects that having to use a research bonus on these techs feels less punishing and the choices between the exclusive upgrades that Fireteams and Demolitions have become far more meaningful.) #Non-Combat Support Recon Company Base Reconnaissance 1 -> 1.5 Mobile Recon Company Base Reconnaissance 1.5 -> 2 Doctrine Changes: Doctrine XP boost cost 35 -> 30 (Dev Note: 4.0.6 saw many nerfs to research, but also avenues for making up this loss such as the buffed electronics techs or more efficient XP boosting for doctrines. The inspiration for the latter comes from Vanilla, where land doctrines now require XP instead of being researchable. While this is still not something we intend for OWB, being able to spend 30 Army XP for a 50% boost to land doctrine research actually means you can save around the amount of time it would take to research 1 doctrine tech by spending 30xp on three different techs, which is comparable to Vanilla's cost of 100xp per doctrine level. This allows for nations with more army xp to pull farther ahead in pursuing their land doctrine without removing the ability for nations without much army xp to acquire them.) #Automated Warfare Automated Warfare (Starting Tech) granted -5% Org Loss when Moving Human Targeting Firmware granted +10% Planning Speed Dynamic Tactics Integration Robot Speed +5% -> +10% Information Relays +5% Coordination and Robust Network +1% Initiative to Robots swapped Robotic Commander Proxies, Information Relays and Robust Network granted Tank Organization -5 (Dev Note: Because Tank units have a higher combat width of 4 compared to most units which have only 2, CnC robots will take up a higher percentage of the division's units if used in combination with them. This could lead to Tank divisions with too high of organisation values, and this change seeks to remedy that.) #Refined Warfare Adaptive Chain of Command Army Recovery Rate +0.1 -> +0.05, Experienced Soldier Losses -15% -> -25% Combined Arms Infantry Recovery Rate +0.1 -> +0.05 #Conventional Warfare Battle Plans Planning Speed +15% -> +20% #Asymmetric Warfare Asymmetric Warfare (Starting Tech) Organization Loss when at Low Org -15% -> -20% Foraging granted Army HP +10%, Recruitable Population Factor +5% -> +15% Improvised Obstructions Damage to Enemy Garrisons +10% -> +15% The Legion Light Special Forces Soft and Hard Attack +5% -> +10% Wasteland Intuition Locals Recon +0.2 -> +0.3, granted +10 Organization to Locals Robot Changes: CnC Attachment base Organization 80 -> 75 Scrapbot Soft Attack 3.0 -> 4.0, Defense 8 -> 8.5, Armor 5 -> 4, Production Cost 5 -> 4.5 Protectron Mk1 and Mr. Handy Production Cost 10 -> 9.5 CnC-Bot Production Cost 6 -> 5.5 Eyebot Production Cost 11 -> 10.5 Sentry Bot Mk II Piercing 15 -> 30 (Dev Note: This value was accidentally set lower than intended by mistake in a previous patch. This simply restores it to its intended value.) Super Heavy Quadruped Defense 12 -> 14, Soft and Hard Attack 22 -> 28 Super Heavy Colossal Defense 14 -> 16, Soft and Hard Attack 25 -> 32 Air Changes: Blimp Manpower Cost 50 -> 40 Unique and Reward Tech Changes: Legion's Chariots tech Vehicle Soft and Hard Attack +15% -> +10%
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