Second Wave Options v0.4.2This update is save compatible.Summary:
-Major rebalancing for Doctrine Evolution. Over time doctrines grow significantly more slowly and destabilizing/capturing markets now has a greater effect on the balance of power.
-By default requires the player to know the planetary shield blueprint for factions to begin building planetary shields in the late game (start time moved from C.216 to C.222).
-Fixed autofit randomness reductions not working properly.
Changelog:
Balance
-Doctrine Evolution: Adjusted order that the three doctrine values increase (from NumShips->ShipQual->OfficerQual to OfficerQual->ShipQual->NumShips).
-Doctrine Evolution: Default time bonus from 0.75 to 0.4 (remnant bonus from 1.5 to 1) per cycle. Nerf for all factions.
-Doctrine Evolution: Remnant time bonuses (now 2.5x default by default) now apply to any factions that do not control a market - should help for elite groups like Lion's Guard, Blade Breakers, etc.
-Doctrine Evolution: Factions with hidden markets such as Pirates and Luddic Path now only receive 80% of doctrine evolution bonuses and maluses by default. Adjustable via "DEraiderFactionMult". Net nerf.
--Raised number of hidden markets required to be designated as such a faction from 2 to 3.
-Doctrine Evolution: Default multiplier for market scores of hidden markets increased from 0.6 to 0.8. Slight buff to balance out the overall nerf to factions with hidden markets.
-Doctrine Evolution: "DEmarketIncrPerCycle" decreased from 0.10 to 0.05 (i.e. market bonuses will increase more slowly). Nerf for all market-holding factions.
-Doctrine Evolution: Rebalanced multipliers for markets based on market score (reduced from 3/2/1.5/1/0.5 to 2/1.67/1.33/1/0.5. Nerf for all factions, but decreases the variation between the factions a bit (so bigger penalty for Hegemony than Tritach).
-Doctrine Evolution: Added multipliers providing slight increases to markets with military bases, high commands, heavy industries and orbital works. (1.05/1.1/1.1/1.2 respectively by default). This applies to negative scoring markets too, so destabilizing eg. Kazeron will have a bigger effect than a similar sized market that doesn't have orbital works/military bases.
-Doctrine Evolution: Negative market scores have at most a 1x multiplier (previously could be higher if they were still the "best" market available. Net buff for small, tall factions (e.g. Sindria, Tritach), or nearly wiped out factions.
-Doctrine Evolution: ShipQuality will not increase beyond the vanilla maximum (5) until OfficerQual and NumShips are at least 5 as well. Buff for Tritachyon and other high ship quality, low other-things factions.
-Secure Markets: Default cycle at which factions may start using Planetary Shields from C.216 to C.222. Previous conditions still apply.
Fixes
-Fixed autofit randomize probability reduction not applying.
-Removed manual edits to Derelict doctrine, aside from aggression.
Other/QOL
-Doctrine Evolution: Added options to customize the maximum ship quality / ship quantity doctrine values that factions can grow to.
-Secure Markets: Added an option to only build planetary shields if the player knows the industry (i.e. has completed The Red Planet). Default True.
Dev
-Added
GetFactionDoctrine console command for debug info.
-Console command
RCSWgetMarketScores edited for better debug info.
-Cleaned up market score/points calculation.
Variant Changes
Summary: More flux friendly builds. Cleanup of special skins.
Dominator XIV | Elite | Now uses a Dominator Rocket build.
Eagle/D | Assault | Revamped.
Eagle | Balanced | Revamped.
Eagle XIV | Elite | Graviton Lances -> LRPD. Atrposes -> Salamanders.
Enforcer | Assault | Railguns -> Arbalests.
Enforcer XIV | Elite | Railguns -> Arbalests. Vulcans -> Flak Cannons. Heavy Armor -> AWM.
Falcon | Attack | Left Ion Cannon + Bust PD -> LRPD.
Falcon/D | Close Support | Tac Lasers -> Graviton Beams. Atroposes -> Harpoons.
Falcon XIV | Elite | Heavy Mauler -> HVD. Atroposes -> Harpoons.
Shrike | Attack | Revamped.
Sunder | Assault | 2x Light Autocannon -> Railgun.
Sunder D | Assault | Fixed having a large instead of a medium hardpoint.