10
costEngineer: 35000 - > 30000
costScientist: 45000- > 40000
initialFunding: 1600 -> 1650
That is ridiculous !
With 3 bases all missions done and paying 50 * 35 k per scientist I am at balanced budget (Able to buy 1 or 2 new facilities per month) and still stuck in research ..
In order to be this mod even playable i Suggest :
- cut down all research time by 1/2 - 1/3
- increase probabilities when sorting corpses (you gain always something )
- set scientist salary to 35 k
- double bonus reward ( performanceBonusFactor: 175 -> 350 )
- cut down all shields to 1/2 (it is really annoying to have lucky 4-15 shots to take down one unit shield)
I am not sure what typical play-out should look like according to your intentions
but my experience is :
- first 3 months - unskilled soldiers with low chance to hit survive
- till the end of year - hard terrors with tough orcs and deadly casters (get chitin armor and some better weapons)
- next year - Rifts , gaining internacionallization -with good x-weapons, starting psi research
- 3rd year - gaining wooden armor and scavanger - finally some money from selling flying glyphs
- now - slowly exploring magic - annoying missions (1/2 - 3/4) with aliens (get almost nothing losing a lot)
I am able to fight effectively vs 1 st level aliens, but 2nd level aliens are deadly and hard to kill
- i suppose with magic it should be better , but path to magic and spells is long (extensive research and absurd dependencies on luck when looting low chance items )
- in case pf looting instead picking just one item from many ,
I suggest to create a roll sets
I.E.:
STR_OUTCAST
- [30, {STR_ARTIFACT_WEAK: 1 }]
- [35, {STR_DAMAGED_AMULET: 1, STR_MANA_CRYSTAL: 1 }]
- [25, { STR_MAGIC_BOOK: 1 }]
- [20, { STR_MAGIC_BOOK: 1, STR_MANA_CRYSTAL: 1}]
STR_BARON
- [30, {STR_AMULET_WATERWALL: 1, STR_JEWELRY: 3 }]
- [20, {STR_DAMAGED_ARMOR: 3}]
- [20, {STR_DAMAGED_ARMOR: 2, STR_JEWELRY: 3}]
- [20, {STR_ARTIFACT_WEAK: 1, STR_JEWELRY: 2}]
- [10, {STR_GREEN_POTION: 1, STR_DAMAGED_ARMOR: 1 , STR_JEWELRY: 2}]