It ain't that easy to do. First off, tech levels got shafted because I'm using them to give enemies random weapons instead. With 5 loadouts per enemy, I'm stretching the limit (10 positions in the matrix, currently cut into 3/3/2/1/1 chances in 10). Up-tech would mean less variety & less realism (like, in late game, every Spartan would be totting an RPG etc.). So tech levels are rather unuseable. What's more irking is that the tech levels affect everyone, and it's not always the best weapons that are on the top (eg. Mercs sometimes have Gauss Pistols as the 'best' weapon since I want them to have just 10% to use such a small gun, and 90% to carry Gauss musket/sniper/heavy...)
As for easier retals... Re-configuring current ones is rather out of question I think. Yankes' code makes it possible to tie weapon loadout to a race, but it would mean having to make them, and they're long lists. Repeated x6 since they need to be consistent between breaching ships and the hideout defense proper. I could make a new type of retal, but retals related to shooting pick a random type of retal mission. So no candy here. All I could make would be to add some extra, automatic retal but that'd be just mean
You can acquire 'no plasma' only by using just terror units, but that's plausible, again, only for hardcore races like Star Gods...
This I want to solve 3-fold:
1. No possibility of air combat in month 1, nor any fast troop deployment required to catch normal landings in any number above 4-6 troops (later - dependant on the player and RNG);
2. Many ground targets to have something to do meanwhile;
3. Special crackdowns late-game. This is more of a difficulty hike move, to keep the player from falling asleep year 2+.
The conclusion is, better leave the retals as all-or-nothing affairs...
@Hellrazor: no worries about self-advertising