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- # 4.2.4 Tech and Units Balance Changelog
- General Changes:
- # Caps Decisions and Laws Changes
- (Dev Note: The tl;dr of the first section of changes is that caps decisions are having their durations and cooldowns all
- standardized to increments of 90 in order to be synced with quarterly income periods for simplicity, and have in some cases
- been given effect changes to go alongside this so as to ensure their balance lands in a desirable place with said duration and
- cooldown changes.)
- Military Academy Investment Caps Cost 110 -> 100, Duration and Cooldown 120 -> 90 Days
- Tax Breaks for Factories Duration 120 -> 90 Days, Caps Cost 70 -> 50, Cooldown 240 -> 180 Days
- Fund Vocational Institutions Duration 100 -> 90 Days, Caps Cost 125 -> 150
- Support Sanitation Development Duration 80 -> 90 Days, Cooldown 100 -> 90 Days
- Expand Slipways Duration 120 -> 180 Days, Caps Cost 210 -> 175, Cooldown 140 -> 180 Days
- Grain Solicitations Cooldown 100 -> 90 Days
- Repurpose Drained Energy Cells Duration 200 -> 180 Days, Cooldown 80 -> 90 Days
- Purchase Better Drills Duration 230 -> 270 Days, Caps Cost 230 -> 250, Resource Gain Efficiency +45% -> +30%, Cooldown 50 -> 90 Days
- State-Funded Radio Programming tech pre-requisite moved from 2279 Radar Tech (Improved Decimetric) to 2278 Radar Tech (Decimetric)
- State-Funded Radio Programming Duration 150 -> 180 Days, Weekly Stability 0.003 -> 0.002, Cooldown 100 -> 90 Days
- War Bonds Duration 290 -> 270 Days, Cooldown 300 -> 270 Days
- Political Bribes Duration 150 -> 180 Days, Cooldown 60 -> 90 Days
- New Citizen Care Packages Resistance Growth -5% changed to Resistance Decay +5%, Caps Cost 175 -> 200, Cooldown 60 -> 90 Days
- Lift Tax on Luxury Goods Cooldown 120 -> 90 Days
- Invest in Small Businesses Caps Cost 15 -> 20
- (Dev Note: The increased availability of caps from 4.0 allowing nations without nodes to sell equipment off to organizations
- and the addition of small flat caps amounts from sources such as lower tier Trade Laws or the Entertainment Company major
- business means that caps are more easily obtained by the minor nations this decision is intended to benefit. Thus, we feel an
- increase to the decision's cost is warranted.)
- Invest in Small Businesses requirement changed from less than 12 Civilian Factories to less than 25 Factories in Owned States
- (Dev Note: "Less than 25 Factories in Owned States" does mean that more than civilian factories are now counted, but this
- change is primarily for the part of counting the factories owned regardless of their availability.
- Rest in peace to the minor exploit we're sure many of you have gotten into the habit of by now, that being trading your civs
- away and then stopping the trade to be able to take the Small Businesses decision from a far higher count of civilian factories
- than intended. We've been aware of it for a very long time and allowed it to exist, but given the recent trend of fighting
- industry power creep coupled with trying to promote the caps economy, Invest in Small Businesses being more than just a catchup
- mechanic for smaller nations has become more undesirable than it previously was.
- I assure you that even some of us will miss rigging the system for that sweet construction and factory bonus, but it is
- ultimately for the better of the mod's economy to do so. This change also has the added benefit of standardizing the decision
- to not have its availability be slanted in favor of nations with a high military factory count and low civilian factory count.)
- Army Wage Laws Family Stipends and Lifetime Pensions Army Experience Gain changed from +10% and +20% to +5% and +10% respectively
- # Occupation Changes
- Wasteland Pacification occupation law Required Garrisons +200% -> +150%
- Wasteland Eradication occupation law Required Garrisons +250% -> +200%
- Resistance Activity minimum Garrison Armor Penetration chance reduced from 0.05 to 0.04
- Garrison Equipment Loss ratio per attack reduced from 0.02 to 0.018
- Lowered Subject Manpower Requirement to Overlord and Manpower Access for Colonial Divisions for the following autonomy states:
- Ejército Mexicano Mexican Protectorate (75% -> 70%) (Also adjusted to a minimum of 10% autonomy rather than 1%)
- Caesar's Legion and Lanius Tribal Subject (Subject Requirement 60% -> 55%, Colonial Division Manpower Access 70% -> 55%)
- Desert Rangers Deputy (70% -> 65%) and Sheriff (40% -> 35%)
- NCR Incorporated Territory (85% -> 70%)
- Legion Client State Civilian Industry to Overlord +10% -> +20%
- # Other Changes
- Desert terrain Sickness chance +100% -> +75%
- Ranger Unit Leader trait Spec Ops Attack/Defense +5% -> +2.5%
- Infantry and Support Changes:
- Warrior Training Mobilization Speed +5% removed
- Crowd Gear Armor 13 -> 15
- Riot Gear Armor 23 -> 25
- HERMES Armour Piercing 14 -> 15
- Reliability reduced from 95% to 90% for the following Power Armor equipment: Composite T-45, Mobile T-51c, Hardened T-51b, APA, APA MKII
- Vault-Tec Power Armour Defense 3 -> 4, Cell Usage 0.3 -> 0.2
- APA and APA MKII Max Speed 6 -> 5.5
- Robot Changes:
- Moved the start years to be one year earlier for the following technologies:
- Protectron Mk 1
- Mr Handy
- Doctrine Changes:
- # Asymmetric Warfare
- Foraging Army Defense +5% changed to Army Recovery Rate +0.1
- Cannae Formations Attrition -10% -> -15%
- The Legion Light Special Forces Soft and Hard Attack +10% changed to all Special Forces
- Nightstalker Tactics Army Recovery Rate +0.1 -> +0.05, Army Defense +5% -> +10%
- Unique Tech Changes:
- Old World Armour tech Urban Attack and Defense +10% -> +5%
- Reorganization of the Rangers Spec Ops Soft and Hard Attack +5% removed, replaced with Breakthrough +5% and Organisation +5
- Horns of Moroni Chem Company Trickleback +10% replaced with Experience Loss -10%, granted Army Trickleback +1%
- Centurions tech Infantry Organisation +3 -> +5
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