Fallout's Doomsday 2.5.1.2 for Darkest Hour (latest release: 22-04-2023)

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FEMA-estimated primary counterforce targets for Soviet ICBMs in 1990. The resulting fall-out is indicated with the darkest considered as lethal to lesser fall-out yellow zones.
 

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2022 CBS news nuke target map. Triangles are targets in a 500 nuke scenario. Black dots are a 2000 nuke scenario. I'm pretty sure the huge targets in Montana, North Dakota and Wyoming are our oil drills. EDIT: Or missile silos
 

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More nuke targets with fallout map.
 

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More condensed nations.
 

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Redstone Army Base definitively seems like an interesting place. Same for that NASA Space and Rocket Center, I'm definitively adding them to my files!
East Coast needs more ghouls, eh? Gotta keep that in mind.
What's the history with that Space and Rocket Center?

Paradox is being weird so I'm just going to bold my answers

https://en.wikipedia.org/wiki/NASA_facilities This is a good summary of the NASA centers. Houston is very important.




Man, I would LOVE to get some help in the manpower redistribution! Give everywhere a fair manpower shake!
Right now, I've been using native reservations and such A lot for manpower, because these are usually in out-of-way places with easy numbers that work in my system. I would like to know how you would do it. Tracing nuke maps would be interesting, if a little complicated. Perhaps when I get deeper into each state and their backstory.

Native Reservations do seem to be out of the way of the bombs. With their populations intact they could easily create a river civilization. I just doubt they'd stay on reservation land because it's only good for hunting game.


One issue I realized is that we have no way of knowing how populated everything was before the war. We know the US's pre-war population, but not the states.

The Great War bombs dropped in 2077. Best info we have is the 2020 Census.


One method I was thinking is to find the pre-Divergence population, calculate a reasonable growth rate based on the growth rates of the time somehow (which is a bit complicated because migration and immigration are a thing), if there are vaults or shelters store these numbers, and then kill like 90-99% of the pre-war population. Then add to it using non-failed vaults (for California, for example, that would be Vault 15, LA Vault and whatever Vault the people of the Den came out), and then extrapolate growth rates from there.
South California would have a lot of complications thanks to The Master, but South Cal is easy because we already got the NCR's numbers circa Fallout 2 (700.00). In my case I just went with 500k instead because Hub and Necropolis still exist here, and because 1 mp on map = 1000 in my methodology, gave the NCR 50 manpower on-map (althrough a big chunk of it is actually off-map source for balancing reasons), assuming 10% of the population being able to join the military (easy number, also about maximum you can do without your state collapsing. NCR is a manpower behemoth in the mod now, as it should be.
But the rest... our data is more scarce.
Your method might be better! I would like to know what you would do!

I would move some manpower across state lines while trying to keep the original totals for most states. People leaving nuked areas, inhospitable land, and cities for the rivers and coasts. Urban areas should always have some goodies/resources lying around because of the ruins. Nuked areas could also give you a lot of ghoul manpower. My brain goes back and forth on what should remain after a nuking.



I don't think all rivers would stay radiated, the Colorado if I remember is pretty much clean compared to the Potomac. AFAIK the Potomac is being irradiated by rivers upstream, perhaps something caused by a ground bombing or fission reactor going into meltdown. I think rivers would stay more populated for the same reason rivers and the coast tend to be more populated: Travel. Being able to travel and trade by boat is super convenient. Not to mention water to drink, fish and then there are hydroelectric power plants in places - something I've been adding a lot in the last versions.

Then we should give river areas a boost. Caesar's Legion fought a war over the hoover dam!


Which reservation land?

Anything out in Arizona and New Mexico is just dry.


Damn, good point. I can't alter the map right now (but I SO want to do that in the future), but this is a very good point. I wonder why the makers of the map used Walsenburg instead of Trinidad. Definitively something to keep in mind for a future map revamp. I really need to store your post in my notes. I've noticed some weirdness in the E3 map recently, as well.

Yeah, marijuana legalization would make no sense in Fallout universe lol. Sadly for prospective post-apocalyptic potheads (and luckily for Myron), I'm pretty sure MJ bit the big one from the war lolololol.


Sounds like primo nuke target.

But how big it is? Anything cool there?

It looks big. You can't get in without clearance.

Now there's something I have been wanting to do for a while.

Lol at the plastic aliens. Bunch of little plastic green men who glow in the dark.


Survivalist country folk, huh? Kinda like some factions in 76? Interesting...


AFAIK there are a few native tribes in the Eastern US, I have a bunch of stored articles about all sorts of tribes, quite weird honestly.

But yeah, you're not wrong.

Top of my memory, the Manitou were a little further to the West (then again, the old map was super blocky). Also from the vibe I got from them, the Manitou aren't just native american (big influence tho), more general tribal - like Sulik's tribe, or the White Legs (who are a mix of native americans and european tourists).


I've definitively been wanting to place more native americans and their descendants on the world map, I believe many would likely survive the war - like the Navajo and the two Cheyenne groups. Something for later.


Hmmm... good point. Then again, a victorious FUSA far outnumbers and outproduces Junkers in sheer IC.

Then again, I should just take a look at FUSA's AI in the first place.

I recently updated Junker AI, see it doing anything interesting lately?

FUSA building Irregulars? A bit weird considering their doctrine, no?


Just a few to help hold their lines and numbers. It's worth playing with if you don't get them building the way you want.


And they shall know no fear! They won't know speed either, but hey.

Wait, what? How? Looool. Gotta get rid of that, sounds like a hilarious exploit.



Honestly I've been resistant to adding Confederacy-related concepts because I thought it was cliche, but two people did appeal to me about that and I am... a little less reticent.

It is cliche, but having lived in the American South it's unreal how many have sympathy for the old rebel nation. They don't desire slavery they just want to be separate. However forcing ghouls into slavery wouldn't be out of the question.

There's also a guy I know who is from the South who has very interesting ideas that would make the South pretty unique. One thing I really want to do, once I really get into revamping each region, is making them distinctive from each other and especially not be mere retreads of the West Coast.

Maybe I'll download discord and see what you guys have.


Curious and interesting. Not sure if it would work in the Fallout universe because the Pre-War US was actually pretty racially harmonious and equal (as long as you are not chinese), more like here in Brazil than OTL!US, and post-war old racism seems to have died in favour of Racism 2.0 towards mutants.

It's possible the US achieved racial harmony in California by 2077, but for the South? I really doubt it. The last "slave" wasn't freed until WW2. A very interesting documentary on post Civil War slavery by KnowingBetter came out recently. Fallout's lack of focus on the South gives us liberty to maximize the fun and entertainment until they finally do Fallout Atlanta hahaha.


I wonder how something like a black ethnostate would rise in the Fallout universe*. Could be an interesting story there. Is there any 50s style crazy black supremacism? The good crazy content seems post-50s.

The bombs dropped in 2077 but if you can give us 1960's black power afros with raised fists the aesthetic would be great.



Also, I don't think Beastlords will stay that south forever. I got plans to have them go north, closer to the Midwest. I've recently read a book series from the 50s (the Beast Master/Hosteen Storm, great vintage sci-fi btw) that inspired their inspiration.


*althrough me and that guy did have weird ideas for a group of bona-fide old world racists who would be considered super-weird in the Fallout universe.

The more weird factions the better.

Man, I love to see what events you would write! You seem like a smart and creative guy.

I've been working on the All in One mod to make post WW2 NWO events smoother. I've been coding since EU3 hahaha.


Do you have ideas for existing nations too? I find myself drawn to revamping them, but its not the time yet. One of these days I started writing ideas to revamp The Den from out of nowhere. Nrrgggh, not yet... not yet... add all the canon factions first, fix the combat system... must resist...

Former USA and Caesar's legion need some guidance via event.


Re: Map. Looking quite weird with all the non-contiguous land, what's up with that?

Challenge and incentive to unite and supply your troops. Or cut off their troops. For fun and it matches real life ethnicity.

Honestly, I can't quite compromise myself on ideas for non-canon areas because I feel like I need to do a deep study of each place, but you have some interesting ideas.

Any study you want assistance with I got ya. The USA and Caribbean history are my strong points these days.
 
Ideas in my head for The Confederacy:

The Confederacy splits into civil war because of a divisive presidential election. The main issue was the abolition of slavery for GHOULS. Black citizens have recently become the majority in the Confederacy, but due to the electoral college voting system their Liberty Party candidate failed to win the presidency for a second time in a row! Outraged, they remove the Confederate president from his palace in Mobile or Montgomery (take your pick). The Liberty Party takes control and signs an executive order freeing all Ghouls and giving them the right to vote.

Our story begins with the original Confederate president with his army in Phenix City province ready to retake the capital or at least reconnect his country by taking Dothan. Failing either of these objectives would trigger an event setting a new capital plus forts and garrisons to Nashville (Safety), Huntsville (to the front lines), Tallahassee (focus on the coast!).

Meanwhile the Liberty Party (The Federates? The Liberators?) has to decide on if they want Ghouls in their army (more manpower, grants 4 divisions), if they want to truly become a black ethnostate and the vice president takes over (extra morale, extra dissent, less manpower, grants 1 very tough unit).

There are so many directions you could take this!
 
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2022 CBS news nuke target map. Triangles are targets in a 500 nuke scenario. Black dots are a 2000 nuke scenario. I'm pretty sure the huge targets in Montana, North Dakota and Wyoming are our oil drills.
Thanks for the maps, very interesting!

The hugely dense targets might rather be missile silos, as subsequent maps show them as military targets. That (with at least one warhead for each silo!), and/or some "saturating fire" against command centers in order to "blind" them. In any case, that's impressive.
 
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Thanks for the maps, very interesting!

The hugely dense targets might rather be missile silos, as subsequent maps show them as military targets. That (with at least one warhead for each silo!), and/or some "saturating fire" against command centers in order to "blind" them. In any case, that's impressive.
Holy sht I think you're right!
 
I've been looking over tribal lands and populations, now I can really see what you were doing with manpower.


You could have the Cherokee leading a confederacy of the Choctaw, Osage, Creek, Chicksaw, etc in Eastern Oklahoma. Two major rivers nearby Muskogee would make a nice new capital with Tulsa and Oklahoma City nuked. I'd rebrand and remake the Manitou tribes here. One event I would make would be writing the wrong of the trail of tears by reclaiming the ancestral land of these tribes in Tennessee, Alabama, Georgia, Carolinas, etc. Of course that brings them into conflict with the Confederacy and its Civil War.


The Navajo Nation is the dominant tribe in the Arizona-New Mexico-Utah border area. Santa Fe would make an excellent capital, but so could Las Cruces or Roswell. Albuquerque is definitely a nuke priority. You have Reservation coded to do some fun things in northern New Mexico, so moving the Vipers would be easiest. With two Native nations you can have an event chain that leads to an alliance, war, indifference, or the Confederation submitting to the Navajo and becoming their puppet.
 
Just a tought for the 2077 population.
A saw a lot of estimates, which are mostly sci-fi. Why? Because they are almost never considering the poverty rate, or wealth of a nation, strength of an economy etc.
They are making estimates purely on the statistics, which are dubious at best in this case.
A few things to consider:

- A regime less democratic would push for a larger number of subjects and the fertility rate would grow. It was always the case.
- A nation that has a larger wealth would have a lower fertility, since accumulated wealth always means less children.
- The only exception for the above rule is the religion, but it hardly ever plays a role.
- Migration. It would not only give a manpower boost, but also a higher fertility, since the "newcomers" would't have too much wealth and privileges.
- Space. That is also important. If you have larger territory, than the population can grow freely, but if it is in need of that, than you will have problems. Fertility could still be high, but the population growth could slow down.

So it would be hard to check the usa in 2077.
The estimates for the USA population for 2075 are 495 million. Currently they have 329,5. I think 495 is way more optimistic than reality. 450 is more realistic, but even that could be too high.

On a sidenote I can tell you about Hungary. It has a declining population about 9.7. In optimistic views it could reach 12 million. In pessimistic it could reach 8 million.
But neither of them counts the current situation. Around 1 million people are working and living in the EU. Most of them have their families with them and they are integrating in those societies. This 1 million is almost entirelly made of young and capable people whom would add to the fertility rate of other nations.
Most of them are not considering returning, yet they still have the Hungarian passports.
What this means? For one, the population expectations are rubbish. And because there is no considerable foreign migration to Hungary, to population would decline to about 7 million at best.
 
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Dark Cathedral isn't getting helicopters and another air division after the event fires that should give them those things. I'm getting massacred by FUSA air attacks.

Tried FUSA, and the event fires bringing out rebels, yet there are none. I'm going to play the main download without the hotfix for now... unless I need to be playing the Boston scenario?
_____
OK, so I finally noticed the horde in West Virginia steadily moving over to the coast. The rebel event functions, but the Dark Cathedral stuff still stands.
So thus, I opened my deployment menu and discovered the aircraft. XD I did crash to desktop after annexing the FUSA, but I was playing Chosen One.

How does the Polar Station Zeta code event work? Does using the code activate or destroy PSZ? I used the code and Zeta still appeared.

@Redwolf915 Why not a monarchist South, starting with the Church Texans? It is almost certain that the population of Blacks in Fallout's timeline would be outbreed(replaced ethnically) by the numerous "tribes" groups, so Black nationalism is a massive simplification of the scope of current things going on.

@Khor The form of government is a very simple view, including apparent wealth, for the rate of child birth. People aren't having kids these days irl in the West because parents aren't raising kids, but paying the state for daycare public education, while they work all the time for the massive pensions and welfare payments. In order to bring this conversation back onto the topic of populations in 2245, we really can only speculate.
_____
Are you guys talking about a mod in 2077? I'd imagine that's a bit early. What's the lore of the Brotherhood of Steel? Didn't they not leave their underground bunkers for decades?
 
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To be honest I wouldnt really add too many new factions, there's already a lot and the part that really creates a dynamic game is the Weasteland conquering and how it is different in every game.
 
Modding factions to flip their foundations to qualitative improvements would be neat. I've never tried New Church, the Texans, yet they seem most likely to go monarchist, if only they had more knights and not priests. BoS guys definitely are on that path. Knight Orders are cool.

I came up with the name on the fly, but supposedly there is a group in San Jacinto called the Knights of the Yellow Rose of Texas.
 
Hey! kinda new here but I have been playing the fallout mod ever since I found it while hunting for mods in the DH community. the things that break the game for me are the marauders. they spawn fast and dominate the map. but other than that this is a really great mod
 
Hey! kinda new here but I have been playing the fallout mod ever since I found it while hunting for mods in the DH community. the things that break the game for me are the marauders. they spawn fast and dominate the map. but other than that this is a really great mod
What nation are you playing? They should be easy to beat
 
So when I want to play a nation it crashes when it has the loading bar.

I have 1.05.1 and put all the patches in the mod. Darkest Hour on its own works okay. This is the first time I've had this and I've played the game and mod countless times.
 
FODD 2.5 Released!
Hi there! This has been time in the making, but the last three months and a few weeks have been quite a ride for me.
This version was supposed to come out as 2.4.2, as a simple patch focused mainly on the new combat system, out in April or May, but between me getting a job (YAY!), the patch's scope increasing and Arcangelus giving me a lot of files with cool changes to fit with what I made, eventually this version outgrew what was the old 2.4.2 patch and instead became FODD 2.5. Lots of important work in this version, preparing the base and seeding the seeds for what I want in the future.

I'm sorry for the delay, but on the plus side this is probably the biggest version I have delivered so far. I'm not one to toot my horn, but the changelog is HUGE.
Furthermore, I was going to make a dev diary about the new features, but I decided to just publish it anyway. I can do it later, lots to talk about. I have a dev diary for after that one ready, funny enough.

Hopefully the next version takes less time, we will see.

One important change: The mod's soundtrack no longer comes together with the main mod file. This is because:
1. Every version would come with the old soundtrack, hogging space. This saves space and bandwidth, now the compact file is not even 400mbs.
2. Mod size would balloon immensely if I included the entire soundtrack with the mod file. The FODD Soundtrack is almost 2gbs in size, and it will increase in size soon. Plus, this way, if you ever need to reinstall the mod and already have this soundtrack, you can just use the files you already have.

Checksum: VLPK

Main Mod File (2.5).
Main Mod File on ModDB.
This download file is a rar file. Extract this archive into the Mods folder of your Darkest Game installation. Does not include the FODD Soundtrack, it is a separate download.

FODD Soundtrack v1.0.
FODD Soundtrack v1.0 on ModDB.
This optional download file is a rar file. Extract this archive into the folder of your latest FODD mod folder. It contains numerous music files, among them OSTs for all Fallout games (Fallout/Fallout 2/Fallout Tactics/Fallout 3/Fallout New Vegas/Fallout 4/Fallout 76), as well as other files. Thanks to Kill_Tactician on the FODD Discord for the files.

Code:
Changelog 11-09-2022 FODD v2.5

ai
    - CZE_opener.ai:
        - New file by Arcangelus.
        - Comparisons to CZE.ai:
            - Meant to be a file that lets the Spiders focus and prepare for later war
            - Higher max_front_ratio than the normal CZE.ai file (2 vs 1.2)
            - Less prone to war (5 vs 20)
            - Starts only attacking Manitou Tribes and Nuka Cola
            - Has less tech sharing embargoes (probably not all that necessary in this file)
            - Does not ignore Weak Garrison, Early Garrison, improved Garrison and Advanced Garrison techs (Redudant due to being unresearchable? Find out)
        - Spiders no longer produce marine/Irregular units, only d_rsv_36/Spiders, as Spiders will now be their own type of unit.
    - CZE.ai:
        - Spiders no longer produce marine/Irregular units, only d_rsv_36/Spiders, as Spiders will now be their own type of unit.
        

config:

    event_text.csv: 
        - "Start of game - The Proud 16th" (10106): Updated descriptions to account for the 16th's vehicles being locked.
        - EVT_16027_NAME (The Passing of Sambor): Corrected the description on the Brotherhood schism to be lore-accurate.
        - Event 183012: Corrected "Leave that dream die" for the second action to "Let that dream die". Literally unplayable.
        - EVT_16004_DESC (Code of the Brotherhood): Fixed wrong lore that says a Maxson descendant has ALWAYS led the Elders. This is not the case, as the rule of Rhombus after Fallout attests to. Now it says "often".
        - EVT_16008_DESC "Dissent Within the Brotherhood": The text about the involving the Schism between Lost Hills and the Midwestern Chapter is wrong. I'm not sure if whoever typed it (Sword?) was deliberately playing with the Brotherhood's bad grasp on history or if it was a fanon adaptation of what happened in FOT. Now everything is canon-compliant.
        - EVT_16009_DESC "The Brotherhood Holds Talks": Event account better for the concept the Brotherhood doesn't recruit outsiders.    
        - EVT_16029 (Brotherhood Bunkers Today): No more mention of "recruits", the Western Chapter doesn't "Recruit". 
        - EVT_16029_DESC "Brotherhood Bunkers Today": Description was wrong in order of lore, it made it look like the Schism of the Brotherhood happened after the NCR closed bunkers, when it happened before in the lore.
        - EVT_16030, EVT_16032, EVT_16036, EVT_16039, EVT_16042, EVT_16044, EVT_16048, EVT_16050, EVT_16054, EVT_16056, EVT_16060, EVT_16062, EVT_16066, EVT_16068 (Hub/Redding/Pioneers/Shi/Arroyo/New Reno/Den Accepts Status Quo events): Role of recruits diminished in bunker benefit descriptions.
        - EVT_16023_DESC (The Lost Vaults): No more mention of recruits as in outsiders joining the Brotherhood.
        - Added new names, descriptions and actionames for the new events 16210 through 16220
        - EVT_40122_NAME (Activity in Delano Peak), EVT_40123_NAME (Conqueror's Tragic Card) and EVT_40124_NAME    (Meet Conqueror) : All in-game references to Delano Peak changed to Mount Fitzpatrick or Afton due to the location change of X_Marks_The_Point_Beta.
        - The following was done by Arcangelus:
            - Fixed uncapitalized EE_OIL_POOL;fusion cells stockpile increased with %d.; is now EE_OIL_POOL;Fusion cells stockpile increased with %d.;
            - EVT_1014_DESC (Inherit Kansas Tech Teams): Was wrongly talking about contact and control over branches of government in Necropolis, when it should be Kansas.
            - Added new action and event descriptions for Wannamingo Dawn.
            - "Desperate Broadcast" event: Minor change in The States' event. Dark Cathedral can now hear the Broadcast and mock it.
            - New description for new event "Unexpected Help".
            - New action names for improved ACE Production.
            - New description for Robot Nation name change.
            - Event texts and descriptions for Under-Nation slave raids.
            - "Stalemate" now talks about Junker demands not claims. 
            - New description for "The Bacchus Cult" event.
            - New descriptions for new Commonwealth events
            - New action for following Caesar's choice in the Final War
            - Fixed mispellings in:
                - EVT_1010_DESC.  
                - EVT_1011_DESC and EVT_1012_DESC. Travelling to Traveling (althroug that's not an actual typo, its two LLs in british english)
                - EVT_1028_DESC (Harold speaks on Gecko): Harold no longer call the people of Vault City "rascist" (whatever that is, can't be good) nor sends "emmissaries" (literally unplayable)
                - EVT_1231_DESC (Kurtz Returns): Guerrilla replacing Guerilla. Blame english being inconsistent.
                - EVT_2002_DESC (One Ghoul Nation - Necropolis): No longer "relatiate" against any agression, but "retaliate".
                - EVT_3001_DESC (Restoration): Independent, not Independant.
                - EVT_3008_DESC (Final Decision is Alliance): Independance fixed to Independence.
                - EVT_5001_NAME: "Viva Méjico!" replaced by "Viva México!". This is actually not a mispelling but a spelling difference. Both Méjico and México are right. Spanish seems to consider X with the J sound as an arcaism for the most part, but in Mexico and Latin America they retain this, especially for place names like México or Oaxaca. Arcangelus probably changed to this form because he knows its the one used in Mexico. Huh, you learn something new every day, from the strangest places.
                - EVT_10011_DESC (Hub Says Never to Closer Ties): "independant" replaced by "independent".
                - EVT_14002_DESC (Broken Hills Mining Town): "Independent" not "Independant". Literally unplayable.
                - EVT_16074_DESC (Experimental Combat Implants): "Impants" fixed to "Implants"
                - EVT_16080_DESC (Wanamingo Mine Cleared): "Occured" is now "Ocurred".
                - EVT_20003_DESC (The Master's Genius): "Artefact" changed to "Artifact". Funny enough, this is not a mispelling, but a British English vs American English difference. Letting the correction stay anyway, because it doesn't make much sense for mutants in the US to be using The Queen's English.
                - EVT_22001_DESC (I, Robot): René Descartes name is properly spelled now, the accent caused some glitch when saved, it seems.
                - EVT_22010_DESC and EVT_22013_DESC: "Miltary decrypt" fixed to "Military Encryption".
                - EVT_24008_DESC (Quebec Nationalism): "Independence" not "Independance".
                - EVT_24014_DESC (Dark Decision): "emissaries" not "emmissaries"
                - EVT_CF_D (Our future): "industrialized" not "industrialised".
                - EVT_25009_DESC (Increase Industry): "specialized" not "specialised".
                - EVT_25016_DESC (Need to do Something): "organize" not "organise"
                - EVT_25017_DESC (Patrols into Shaft 27): "accommodation" not "accomodation"
                - EVT_25018_DESC (Battle in Chamber 27-A14) "desperately" not "desparately". "coordinating" not "co-ordinating". The later is just a British vs US Spelling issue.
                - EVT_25019_DESC (Down Into the Sinkhole) and EVT_25022_DESC (Wanamingos Everywhere!): "coordinated" not "co-ordinated". Just a British vs US Spelling issue.
                - EVT_28045_DESC (Weapons Cache - Robots): "Miltary decrypt" fixed to "Military Encryption".
                - EVT_STALL_D (Stalemate): Fixed a few mispellings, such as "diferent" instead of "different", "adition" instead of "addition".
                - EVT_DMD2_D (Junker demands): "Offer" should be plural "Offers"
                - EVT_45005_DESC (Questions): Travelled to Travelled (not actual typo, just British English to US English)
                - EVT_45032_DESC (Sneak to Frian): Pumelling not Pummelling.
                - EVT_46009_DESC (The Two Faces of Darkness): "oppresive" corrected to "oppressive".
                - EVT_46011_DESC (Technology Capture Failure): "Artefact" changed to "Artifact". Funny enough, this is not a mispelling, but a British English vs American English difference. Letting the correction stay anyway.
                - EVT_48002_DESC (Hell Spawn): "fuelling" corrected to "fueling".
                - EVT_49001_DESC (Secret Desert Base): "travelling" corrected to "traveling". "camoflaged" corrected to "camouflaged".
                - EVT_26001_DESC (The Reavers): "worshipped" corrected to "worshiped"
                - MAD_INTRO_D (Welcome to the Jungle):"splendour" corrected to "splendor" (not a real typo tho). "litle" corrected to "little"
                - EVT_PALC_D (The conquest of Palenque): "clamouring" changed to "clamoring", "that nature" to "this nature", "mean" to "require".
                - EVT_nuka_D (The Pre-War Era): "in" changed to "by".
                - MOR_BJD_D (God's calling): Added proper "".
                - BC_INTRO3_D (Commonwealth Provisional Government): "measure" changed to "measures"
                - ACT_DBC_1: "The Minutemen Rise" instead of "The minutemen Rise"
                - BC_DK_D (The Dark Cathedral): "west" bank corrected to "east"
                - FO_EVT_104018_DESC (Caesar's Choice, The Die is Cast): "Independent" not "Independant". Literally unplayable.
                - FO_EVT_104079_DESC (Trade Guilds of Hub Decide): "Independent" not "Independant". Literally unplayable.
                - FO_EVT_104307_DESC (The Institute Dissects the Issue): "Analysis" not "Analysits".
                - FO_EVT_104315_DESC (Nuka-Cola Company Goes Along): "Couldn't" not "Could't"
                - FO_EVT_104317_DESC (Quebec Just Wants to be Free): "neighbors" not "neighboors"
                - EVT_HS2_D (Search party): "exciting" not "exiting", no one is leaving in this case.

    famous_quotes.csv:
        - Removed a few quotes too big for the field.
        - Fixed some quotes.
        - Fixed an issue with authorship of quotes in non-english languages.
        - Added a few new quotes.

    mods.csv:
        - EQ_TANK_DESTROYER = Power Armor (was Tank Destroyer). Power Armor will now show up in the equipments of units and the tracker. Now you can see how many suits of Power Armor you cracked like eggs.
        - EYR_EQ_TANK_DESTROYER = PWR.AR (Was SP AT)
        - EYR_EQ_FLOATPLANE = Beasts
        - EQ_FLOATPLANE = Beasts. Beasts and creatures of all types will now show up in the casualty tracker. So you can now know how many dogs, deathclaws, floaters, centaurs and other non-human creatures you killed in combat. Don't cry to me if some guy in a Hero attachment shows up saying you shot his doggo, tho.

    province_names.csv: 
        - The following was done by Arcangelus:
            - A few province renamings:
                - "Florida Strait" now called "Bahamas' Shores"
                - Province 2578 is now called "Cuban Coast".
                - Province 4116 is now called "Panamanian Coast Coast". Name also translated to Spanish by Arcangelus.
                - Province 4248 is now called "Massachusetts Bay". Name also translated to Spanish by Arcangelus.
                - Province 6575 is now called "Capital Sea". 
                - Province 6576 is now called "Long Island Sound". 

    scenario_text.csv: 
        - Added Dark Cathedral, now that its selectable by the start.
        - "Western Brotherhood of Steel" no longer has the "Western" qualifier. Its just the Brotherhood of Steel now.
        - Description of the Midwestern Brotherhood changed: Now more lore-accurate regarding Fallout Tactics, Eastern replaced with Midwestern.
        - Many descriptions remade to better account for Fallout Tactics' plot and replace "Eastern" with "Midwestern" for the Midwestern Brotherhood of Steel.

    text.csv: 
        - Added name and description for two new Minister Personalities:
            - Fair Inquisitor and Exemplary Star Paladin.
        - The following was done by Arcangelus:
            - Blue Emu dificulty is now indeed called Blue Emu.
            - Fixed mispellings in "The Prophet", "Leader of Quebec", "Institute Director", "Boston's Joint Council" and "Man of the Hour" mininster personality descriptions.

    unit_names.csv:
        - Added R Sub SNAME_NUCLEAR_SUBMARINE for Robotic Submarines.
        - Redid the file entirely, based off the current DH Full 1.05.1 vanilla unit_names.csv. The old file was ancient, from the days of Armageddon.  
        - "Mutants" division will now be called "Super Mutants". Why? Because "Mutants" is too generic, while "Super Mutant" is the name of the race. All Super Mutants are Mutants, but not all Mutants are Super Mutants. If every mutant is super, no mutant is. Those are the SUPER Mutants, The Master's Chosen Ones, also it sounds more imponent when you say it like that.
        - Fixed "Supermutants" to "Super Mutants". Literally unplayable.
        - Added a bit more to the Super Mutant long description.
        - Power Armor now uses the D_RSV_33 name rather than PARMOR. Best to keep close to how vanilla does it.
        - Fixed BRIG_MODEL names for Energy Weapons, they were mixed up. Now they correspond to the models.
        - Adjusted Wanamingo model line to account for the new Evolved Wanamingos. 
        - Corrected "Wannamingo" to "Wanamingo". Literally unplayable.
        - Added new units: Evolved Wanamingos, Spiders and their models, with correspondent short and long descriptions.

    world_names.csv: 
        - ITA/West BoS is now called Brotherhood of Steel. I never liked that lame name, the Lost Hills chapter is THE Brotherhood of Steel.
        - SPA/East BoS is now the Midwestern BoS. This was an ancient holdover from the pre-Bethesda days, nowadays the Eastern Brotherhood is the one in the East Coast, the one in FO3 and FO4. Bethesda calls them the "Chicago Chapter", but I think that the Chicago Boys are too divergent to go around calling themselves a mere chapter.
        - The following was done by Arcangelus: 
            - Arcangelus translated some nation names to Spanish.
            - Persia tag renamed to Permafrost.
            - NROM is now called New Republic of Mexico
            - Less nations called with the prefix "The" before the name (honestly that annoyed me too - Slaughter)
            - Former USA renamed to "The States"
            - Added proper names for all Commonwealth outcomes, including a few not in the game yet.


db:
    credits:
        - Added the following people to the credits. If you know someone I forgot or you helped the mod in some way and I forgot, remind me so I can add said person to the credits.
            - Achul
            - IllyaTokar
            - Norgath
            - Justice for Cordreanu
            - Zachwave
            - peony
            - Kill_Tactician
            - qer
            - Nick3210

    country.csv:
        ITA (West BoS):     Now uses LightBrown (which is actually a shade of blue similar to that of the Brotherhood's emblem), was Brown color (actually Brown).

    events.txt:
        - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.

    leaders.txt:
        - Added Boston.csv to the leader files. File already existed but it was not listed here yet and therefore not active.

    misc.txt:
        - SEVERAL changes to misc.txt, mostly to bring it closer to DH standards, while still being different and not just copying vanilla DH Full mindlessely. Those modifiers are ancient, and we have better knowledge now.

        # Used change TAG on coup logic. 0 - Compatibility mode (check only for regular_ID match), 1 - Darkest Hour mode (using coup = { } list in revolt.txt and apply extra validation checks)
            1 #0
        # IC Non-National Province Multiplier
            0.4 # Was 0.6 (changed to get closer to vanilla, also anti-expansion measure)
        # IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
            0.2 #Was 0.4  
        # TC Naval Division Load Multiplier
            2.0 #Was 3.0 #0.3333 (I don't see why naval had more load than air divisions)
        # TC Load from partisans
            10.0 #Was 6.0 #12.0 (more than before, less than vanilla. Let's see how it goes)
        # Land Units - fuel consumption modifier when in combat or in bombardment
            1.25 #Was 1.1 #1.0 (same as vanilla to use more supplies)
        # Air Units - supply consumption modifier when in combat or in bombardment
            1.5 #1.1 #1.0 (same as vanilla to use more supplies)
        # Air Units - fuel consumption modifier when in combat or in bombardment
            1.5 #1.1 #1.0 (same as vanilla to use more supplies)
        # Naval Units - supply consumption modifier when in combat
            1.5 #1.1 #1.0 (not the same as vanilla, but the same as air units)
        # Naval Units - fuel consumption modifier when in combat or in bombardment
            1.5 #1.1 #1.0 (now matching supply consumption when in combat)
        # Days between diplomatic missions in a country. Do not use fractions
            15 #8 #8 (diplomatic blitzes take longer now)
        # Added belligerence on manual claims removal for every not owned province. Does not apply for owned by an enemy province or when claims are removed via event command.
            -0.1 #0.0 #0.0 (it should decrease because its the reverse of adding claims)
        # Air dogfight XP gain factor
            5.0 #1.5 #1.5 (increased to vanilla ammount because it makes dogfights give lots of XP)
        # Lowest unit str. for attrition losses. Units with strength equal or lower then THIS will stop receiving attrition damage. Values above 0.0 prevent unit destruction by attrition. [0.5 = 0.5 STR, 100.0 = 100.0 STR etc.]
            0.1 # 0.0 (units cannot be destroyed by attrition anymore, but they will get pretty close)
        )        
        # Combat Modifier: Multiple Combat Mod
            -0.4 # -0.5 (did this to nerf multiple combats a bit, but still higher than the vanilla value)
        # Combat Modifier: Envelopment Mod (for each attack direction above one)
            -0.05 # -0.1 (Envelopments were too powerful before, now you need to surround a unit from a lot of provinces)
        # Combat Modifier: Encircled Mod (for completely surrounded units)
            0.25 # Based on Liddle Hart theories, surrounded units fight even harder for their life # -0.1 
            (surrounded units were pretty much dead in FODD, especially because this modifer was stacking with envelopment to completely kill surrounded units stone cold dead. To equal the envelopment and surrounded percentages, you need to one attack direction above one, so six provinces, and to surpass it, seven. Very rare)
        # Air unit - STR damage modifier vs entrenched Land units (modified by current entrenchment level). Applies for entrenchment values equal or above THIS [actual damage = original damage * THIS / level of entrenchment]. Lower THIS to reduce STR damage taken by entrenched Land units.
            4.0 #2.0 #2.0 (just doubled the STR damage against entrenched land units, but still lower than vanilla for testing reasons. They pretty much didn't feel air attacks under entrechment, and that was silly)
        # Land vs. Air - Org dmg lower limit - Air units attacking land units will stop receive ORG damage when ORG drops to or below this absolute ORG value
            0.0 #10.0 #10.0 (I see no good reason why air units should stop receiving ORG damage when they reach 10% org)
        # Navy vs. Air - Org dmg lower limit - Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value
            0.0 #10.0 #10.0 (same as above)
        # Air vs. Province AA - Org dmg lower limit - Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value
            0.0 #10.0 #10.0 (the whole point of AA is to make the enemy planes go away and stop attacking)
        # Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier] when THIS > 0.0. Ignore this modifier when THIS = 0.0. Use it as multiplier [current org / max org] when THIS = -1.0.
            -1.0 #25.0 (I like this, it makes org more important and air units stronger vs land units)
        # Land vs. Air - Org dmg - Increasing this value will increase the org dmg air units takes from land units [multiplier]
            0.1 #0.003 (increased org damage to air units against land units in order to balance the next change)    
        # Land vs. Air - Str dmg 2 - Increasing this value will increase the str dmg air units takes from land units [multiplier]
            0.10 # 0.2 (decreased it to make air units stronger, might increase it to 0.15 in the future)    
        # Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes in battle with other land units [multiplier]
            0.039 #0.045 #0.039 #0.6 (to make battles last longer, align to vanilla and compensate for some changes I'm going to do in the future. Also undoing some changes I once made. Heck, I might make tweak further down)                        
        # Land vs. Land - Org dmg in Urban provinces [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. Applied as to both sides [multiplier]
            0.65 #0.5 #0.6 #1.0 (urban combat is messy and chaotic. Its 0.05 higher than the vanilla value to account for small units fighting in immense pre-war ruins)
        # Land vs. Land - Str dmg - Increasing this will increase STR damage land unit takes in battle with other land units [multiplier]
            0.0175 #0.03 #0.0175 #0.1 (undoing some changes I made which may have caused lots of casualties in combat)
        # Air vs. Land - Str dmg - Increasing this will increase STR damage land unit takes from air units [multiplier]
            0.1 #0.25 (from 25% to 10% multipler, to prevent my buffs to air units making them too cheesy)
        # Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit takes from naval units [multiplier]
            0.1 #0.04 (increased multipler but still lower than vanilla's 0.2)
        # AA to Air - Org dmg - Increasing this will increase ORG damage an air unit takes from province AA [multiplier]
            2.0 #0.0 (increased to make province AA less useless, but still lower than vanilla values)
        # AA to Air night modifier. 1 – no change, 0 – no attack, 0.5 – 50% effectiveness and so on
            0.3 #1 (aligned to vanilla values)
        # AA to Air night modifier. 1 – no change, 0 – no attack, 0.5 – 50% effectiveness and so on
            0.3 #0.5 #1 (alignation to vanilla values, also making night more important)
        # Nukes: Max STR damage (as percentage of current STR) to friendly units (except for the bomber unit that drops the nuke). 0.0 - no damage to friendly units, 1.0 - take damage as any other unit. [multiplier]
            0.6 #1.0 (more than vanilla, less than before)
        # Nukes: ORG damage (as percentage of current ORG) to friendly units in province (except for the bomber unit that drops the nuke). 0.0 - no ORG damage to friendly units, 1.0 - 100% org damage [multiplier]
            0.6 #1.0 (more than vanilla, less than before)
        # Organization regain bonus for units on friendly soil. It depends on infra and is capped (see below) (infra*2 + THIS <= cap). [0.0 = 0%, 1.0 = 100%]
            0.1 #0.0 (same as vanilla, because it makes sense. Might make it a little too easy to get more org, but then again I've been planning to nerf morale and org for a while)
        # Organization regain bonus for units on friendly soil cap.
            1.3 #1.2 (synched with vanilla for testing reasons)
        # ORG regain [all] - Frozen weather effect. Multiplier
            0.8 #1.0 (synched with vanilla. I like this)
        # ORG regain [all] - Raining weather effect. Multiplier
            0.9 #1.0 (synched with vanilla. I like this)
        # ORG regain [naval] - Out of fuel modifier. Used when out of fuel. Multiplier
            0.8 #1.0 (makes sense)
        # ORG regain [naval] - Out of supplies modifier. Used when out of supplies. Multiplier
            0.6 #1.0 (makes sense. Using vanilla values for now)
        # ORG regain [naval] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier
            3.0 #0.0 (synching with vanilla for now)
        # ORG regain [naval] - At sea modifier. Used when not in a naval base. Multiplier
            0.8 #1.0 (makes sense)    
        # ORG regain [air] - Out of fuel modifier. Used when out of fuel. Multiplier
            0.6 #1.0 (makes sense. Same as vanilla for now)
        # ORG regain [air] - Out of supplies modifier. Used when out of supplies. Multiplier
            0.8 #1.0 (makes sense. Same as vanilla for now)
        # ORG regain [air] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Set to 0.0 to ignore. Multiplier
            3.0 #0.0
        # ORG regain [air] - Out of airbase modifier. Used when not in airbase. Multiplier
            0.1 #0.0 (makes sense. Using vanailla modifier now, might lower it to 0.05 in the future)
        # ORG regain [army] - Out of fuel modifier. Used when out of fuel. Multiplier
            0.9 #1.0 (makes sense. Same as vanilla for now)
        # ORG regain [army] - Out of supplies modifier. Used when out of supplies. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative
            0.6 #1.0 #1.0
        # ORG regain [army] - Moving modifier - Used when the land unit is moving (not retreating!) to another province. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative (and not out of supply)
            0.0 #-0.02 #0.0 (for now, units will not gain or lose org while moving anymore. I find it far better than having a 0.1 multiplier when moving or a penalty as before. If you want to re-organize, stay still. Subject to change)
        # ORG regain [army] - Retreating modifier - Used when the land unit is retreating. Set to 0.0 to ignore. Multiplier
            0.8 #1.0 (same as vanilla. Might lower it to 0.7 in the future)
        # Night hours during winter - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
            14.0 #0.0 (I thought this was on by default! Now this should make people pay attention to weather and time more)
        # Night hours during spring and fall - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
            12.0 #0.0 (I thought this was on by default! Now this should make people pay attention to weather and time more)
        # Night hours during summer - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
            10.0 #0.0 (I thought this was on by default! Now this should make people pay attention to weather and time more)
        # Recalculate land units arrival times when not in combat (for units not in "Sync. arrival time" mode). 0 - Disabled, 1 - recalculate each hour, 2 - recalculate once on 2 hours and so on.
            1 #0 (same as vanilla, makes sense)
        # "Synchronize arrival" time modifier - Players only! (Stack arrival time = slowest unit move time * THIS).
            2.0 #1.0 (same as vanilla. Also, giving AI a little advantage over players)
        # Movement speed modifier to land units in combat
            0.25 #1.0 (logical, obviously a land force in combat can't advance as fast as a bunch of men who are merely marching forwards to a destination with no real resistance. Before, this was resulting in a lot of prolonged combats that ended with the winners almost instantly popping up at the province they won over)
        # Movement speed modifier to land units in bombardment
            0.6 #1.0 (aligning with vanilla. However, vanilla uses 0.7 and I decided to use 0.6. Why? Because infraestructure in the wasteland is worse, its harder to shelter from air attacks with wasteland tech and I want to make air strong and more important)
        # Land units speed modifier for units out of supply (ignored for retreating units!). speed = speed * THIS.
            1.0 #0.1 (aligned with vanilla. Being out of supply should't make your units slow down to a crawl - you can still march, supplies just aren't coming in anymore. Especially infantry. Vehicles have out_of_fuel_speed for that)
        # Land units speed modifier for units containing at least one division with ORG less then 1% (ignored for retreating units!). speed = speed / THIS.
            1.0 #2.0 (synched with vanilla. Just because one division is disorganized, it would't mean the entire unit slows down. Subject to change.)
        # Movement time modifier for fuel consuming land and air units when out of fuel (ignored for retreating and AI controlled units!). Higher THIS value is, longer the arrival time will be. Use 1.0 to disable this.
            1.0 #3.0 (disabled because out_of_fuel_speed stat is a thing for divisions now, so I can make every unit lose speed individually. Also, this could lead to strange things, like a bunch of walking infantry with an energy weapon bridage walking slower because they are out of fuel/energy cells - just because my laser rifle is out of charge doesn't mean I march slowly. Similarly, I'm not adding a default speed for out of fuel units, unlike vanilla, because that may lead to sillyness of a similar sort)
        # Apply air and naval unit's range limits on missions to Areas and Regions. 0 = Disabled, 1 = Enabled, 2 = Enabled for AI countries too (Not recommended!!!)
            1 #0 (logical change, also synchs with vanilla)
        # Chance to target divisions with no ORG left in land combats. Valid values: 0 (0%) to 100 (100%)
            20 # 75 #100 (changed from 75 to 20. Vanilla uses +10%. I think this, combined with weirdness from the vulnerability values, was leading to too many units being killed mid-battle. I still want this to remain a bit higher for testing, and also the possibility of just Human Waving the enemy's numbers. Subject to change)
        # Screen or Capital ships targeting in naval combats. -1 : Use both fleets positioning;  >0 : Use a random number up to (THIS-1) and compare it to other fleet's positioning (target capital ships if positioning is lesser)
            -1 #100 (synched up with vanilla for now. Seems more logical)
        # Min. Softness for a land division, including added by brigades.
            1.00 #20.0    #0.0 (I see no place for such a limit. FODD combat will tend towards harder and harder units in the future, and lowering softness through armor and vehicles shall be more mportant. I'm leaving at 1 to prevent any possible inanity)
        # ORG modifier for land units after naval transportation. [ORG = ORG * THIS]
            0.30 #0.2 #0.5 (increased to make transporation more worth it, but its still lower than the vanilla 0.35)
        # _MISSION_GROUND_ATTACK_
            0.1    # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission # 0.0 (increased because it makes sense a ground attack would damage the organization of a unit as well)
            0.8    # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission # 1.0 (decreased due to other air buffs elsewhere, may make air units too strong)
        # _MISSION_INTERDICTION_
            0.8    # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission # 1.0
            0.1    # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission # 0.0 (increased because it makes sense, but the value is lower than in vanilla     (0.2) same as ground attack but flipped, because this one makes interdicition stronger. Its balanced this way)
        # _MISSION_AIR_SCRAMBLE_
            0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0 #1.0 (makes sense that scrambles would be underpowered, its a fast plane take-off with little or zero preparation)
        country = {
            # Ground Defense Efficiency
                0.5 #0.8 (GDE will now start at 0.5 or 50%, and increase 10% every doctrine tech. For now, we have Organized Warfare + Four Doctrine techs, so every tech will mean a 10% increase. This also means that all doctrines will be symetrical, GDE-wise... for now. Subject to change, especially when I do a big doctrine revamp.
                ) }             
        trade = {        
            # Wartime Desired Stockpile multiplier - multiplier on the Desired Stockpile for all resources and supplies when at war
                1.2 #1.0 (align with vanilla. Also should result in better stockpilling for AI, I think?)
            # Percentage of produced money that can be traded away by auto-trade (used for players and AI countries)
                0.5 # 0.20 (this should help AI economies... in theory)
            # Merge trade deals. 0 = do not merge, 1 = merge all active trade deals except those that cannot be canceled.
                1 #0 (aligns with vanilla)
            # Should puppets send supplies and money to masters. 0 - disabled; 1 - send only supplies when above critical stockpile * MULT (see below) ; > 1 -send supplies + money (when more then this value);
                50 # 1 # 0 (aligned with vanilla)
            # Puppets max pool for oil, energy, metal and rare materials - give all above this value to the master. Use negative number to set max pool as a percentage of the critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stockpile)
                -1.2 #2000 #1000 (this makes more sense, adjusting the pool for the puppets' needs rather than an arbitrary number like 2000)    
            }
        ai = {
            # Max. serial line depth for production of Garrison and Militia units. Valid values: 1 - 99
                10 #2 #1 (having it be 2 may have been crippling some nations)
            # Do not start producing any new units when currently available MP is less then THIS * MP required for reinforcements of existing units and the country is at war. Using 0.0 effectively disables this parameter
                0.5 #0.0 (Interesting parameter, added it because the AI should stop cranking units and start reinforcing existing ones when its running out of manpower. Same value as vanilla.)
            # Do not start producing any new units when less then THIS MP is available in the pool
                1.0 #5.0 (many nations have small manpower pools and often lose MP to frequent slaver raids. This change may strengthen some minors)
            # Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded.
                0.6 #1.0 (making it higher than vanilla's DH 0.25, but not 100% so the AI might have some IC left. Subject to change. This might fix the issue that the AI appears to simply build units until it no longer can, resulting in one-province minors with huge armies and low manpower and supplies. Subject to change)
            # AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
                0.6 #1.0 #0.6 (might make AIs more interested in alliances)
            # Force puppets to join their master's alliance when master is at war and AI Neutrality is lesser then THIS. Checked daily.
                150 #200 #0 (align to vanilla)
            # AI unit power calculation [used to calculate attack/defence odds] - usage of current STR and effective ORG in the calculation for land units: 0(old) - [(effective_ORG*3 + STR)/4], 1(new) - [(effective_ORG*STR)]
                1 #0 (synched with DH Full. Hopefully it leads the AI to calculate attack and defense odds better) }
        mod = {        
            # Switched AI files logger (SwitchAI.txt): 0 - Disabled, 1 - Enabled.
                1 #0 (Arcangelus change, its a good idea and could be useful)    
            # Extra rebel bonus for mountain terrain
                4 #0 (same as vanilla now)
            # Extra rebel bonus for hill terrain
                2 #0 (same as vanilla now)
            # Extra rebel bonus for forest terrain
                3 #0 (same as vanilla now)
            # Extra rebel bonus for jungle terrain
                4 #0 (same as vanilla now)
            # Extra rebel bonus for swamp terrain
                2 #0 (same as vanilla now)
            # Extra rebel bonus for urban provinces
                2 #0 (same as vanilla now)
            # Distance calculation model. 0 - use the old, map based calculation (slower and incorrect); 1 - use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files
                1 #0 (thanks to Arcangelus, our map is better than ever and now using the new distance calculation model. Praise Arcangelus!)    
    navynames.csv:
        - West BOS now has its own fleetnames and no longer uses Italian fleetnames.

    Province.csv: 
        - The following changes were made or based by/on Arcangelus, but some are mine as well:
            - Lots of provinces lost infraestructure that they should't have (I ported all infra to scenario files, but forgot to eliminate those from here).
            - You can now navigate from the Great Lakes to the Atlantic Ocean through Canada. A long-awaited feature is now a thing. 
            - Thanks to Arcangelus' feat of connecting the Great Lakes to the wider ocean, many provinces gained new seazones, ports and beaches. This also prompted many changes to this file.
            - 564  # Fort Chimo no longer has a beach.
            - 565  # Sault Sainte Marie, ON Allows Port. New seazone (3006). Port XPos now 7595. Port YPos now 2320
            - 571  # Allows Port. New seazone (3006). Port XPos now 7225. Port YPos now 2140.
            - 574  # Québec Had 40 Infra in the CSV file when it was supposed to have 50 in the scenario file, giving it outragerous amounts of infra. Fixed.
            - 575  # Nain. Took out 30 infra that didn't belong. 
            - 576  # St. John's. Took out 40 infra that didn't belong. Took out a bunch of resources that I already had added to the scenario file.
            - 578  # Charlottetown has more Infra than it should and +2 energy than it should have in the OG province.csv file, Arcangelus fixed it, actually. Now I'm putting it back fixed.
            - 579  # Halifax had 40 infra that it didn't need in the older version, and 3 energy and 1 IC I added to the main file (must have missed it in first pass)
            - 580  # Fredericton had 40 infra that should't have been there in the old file, and 20 in Arcangelus' version. Plus, I think I missed a manpower point. Removed the infra, added the MP (it was probably something I overlooked, but that part of the world needs more resources anyway). 
            - 581  # Saint-Pierre. Took out 40 infra that did not belong.
            - 583  # Portland, ME. Added 2 metal from the new file, ported this to scenario.csv.
            - 585  # Montreal. Was Quebec. Old file still had the following content: 70 INFRA, 4 IC, 1 MP, 5 rares. Deleted it all, that should not have been there in the first place any longer.
            - 588  # Ottawa. Just using the old file again.
            - 589  # Toronto. Now has a beach. Allows Port. New seazone (3010).
            - 590  # Hamilton, ON. Allows Port. New seazone (3009).
            - 612  # Buffalo, NY. Now allows port. New seazone (3010)
            - 615 # Cleveland. Now has a beach and port. Removed 6 oil from the old file, because it seems to be a duplicate of the 6 oil it currently has. New seazone (3009).      
            - 616 # Detroit. Now has a beach and port. New seazone (3009).
            - 617 # Grand Rapids. Now has a beach and port. New seazone (3007).
            - 620 # Chicago. Now has a beach and port. New seazone(3007)
            - 621  # Milwaukee. Now has a beach and port. New seazone(3007)
            - 622  # Marquette. Now has a beach and port. New seazone(3006)
            - 623  # Green Bay. Now has a beach and port. New seazone(3007)
            - 632  # Norfolk. No longer has a beach.
            - 638  # Arlington. No longer has a beach.
            - 786 # Eugene. No longer has a beach, but still has a port. Beach XPos is now 4391 (was 4516), Beach YPos is now 2680 (was 2692).
            - 891  # Kingston. Saw a manpower point there, likely an omission, but gave it anyway because it doesn't have much going for it for now.
            - 1909 # Sherbrooke. Old version has 1 IC and 1 MP that were likely the ones I put into the scenario files. Also it has 60 infra that should be there. Took it all out.
            - 2394 # Southeast Northsea. Renamed by Arcangelus into East North Sea.
            - 2472 # Southeast Northsea. Renamed by Arcangelus into East North Sea.
            - 2685 # Toledo, OH. Now has a beach. Allows Port. New seazone (3009).
            - 2686 # Erie. Now has a beach. Allows Port. New seazone (3009). Port XPos is now 7870 (was 7873). Port YPos is now 2840 (was 2836).
            - 2687 # Rochester, NY. Now has a beach. Allows Port. New seazone (3010).
            - 2722 # Flint. Now has a beach, a port and a new seazone (3008)
            - 2731 # Oshawa. Now has a beach, a port and a new seazone (3010). Port XPos is now 8060 (was 8054). Port YPos is now 2640 (was 2630). Beach XPos is now 7967 (was 8054). Beach YPos is now 2657 (was 2631).
            - 2732 # Saguenay. Had 20 infra and 1 IC it should't have.
            - 2733 # Gatineau. Had 70 infra it shouldn't have, removed.
            - 2734 # Longueuil. Had 60 infra it shouldn't have, removed.
            - 2735 # Rimouski. Removed 30 infra and 1 IC that did not belong.
            - 2962 # West End. Removed 20 infra that did not belong.
            - 2963 # Andros Town. Removed 20 infra that did not belong.
            - 2964 # Matthew Town. Removed 20 infra that did not belong.
            - 3006 # Area changed from Lake to Southeast Northsea. 
            - 3007 # Area changed from Lake to Southeast Northsea.
            - 3008 # Area changed from Lake to Southeast Northsea.
            - 3009 # Area changed from Lake to Southeast Northsea.
            - 3010 # Area changed from Lake to Southeast Northsea.
            - 4278 # Guantanamo. Removed 20 infra that did not belong.
            - 4279 # Holguin. Removed 20 infra that did not belong.
            - 4280 # Bayamo. Removed 20 infra that did not belong.
            - 4281 # Ciego de Avila. Removed 20 infra that did not belong.
            - 4282 # Matanzas. Removed 20 infra that did not belong.
            - 4283 # Pinar del Rio. Removed 30 infra that did not belong.
            - 4284 # Nueva Gerona. Removed 30 infra that did not belong.
            - 4353 # Mexicali. Removed beach.
            - 6122 # Santa Ana. Removed beach.
            - 6146 # Gila Bend. Arcangelus fixed a small csv issue (a space that did not belong in the raw CSV file).
            - 6413 # Mount Pleasant. Added seazone 0 to fix a small csv issue. 
            - 6414 # Jackson, MI. Added seazone 0 to fix a small csv issue.
            - 6316 # Fort Lauderdale. Took out 1 energy from there.
            - 6317 # Fort Myers. Removed beach, sent 2 energy to the scenario file for Spiders. 
            - 6318 # Saint Petersburg. Took out 1 energy, sent to scenario file.
            - 6319 # Cedar Key. Took out 1 energy, sent to scenario file.
            - 6324 # Jamestown, NY. Now has a beach and port. New seazone (3009). Port XPos is now 7910 (was 8031). Port YPos is now 2820 (was 2830).
            - 6327 # Ogdensburg. Arcangelus added a zero in the seazone to fix the formatting.
            - 6328 # Watertown. Now has a beach. Allows Port. New seazone (3010).
            - 6339 # Duluth. Allows Port. New seazone (3006). Beach XPos is now 7930 (was 6966). Beach YPos is now 2800(was 2337).
            - 6341 # Two Harbors. Now has a beach. Allows Port. New seazone (3006).
            - 6375 # New Bedford. No longer has a beach.
            - 6392 # Terre Haute. Port XPos is now 7915 (was 7255). Port YPos is now 2820 (was 3169). Beach XPos is now 7930 (was 7256). Beach YPos is now 2800 (was 3173). 
            - 6394 # Gary. Allows Port and a beach. New seazone (3007).
            - 6405 # Superior. Allows Port. New seazone (3006).
            - 6410 # Sheboygan. Allows Port. New seazone (3007)
            - 6411 # Wausau. Allows Port. New seazone (3007)
            - 6415 # Alpena. Allows Port. New seazone (3008)
            - 6416 # Saginaw. Allows Port. New seazone (3008)
            - 6417 # Traverse City. Now has a beach. Allows Port. New seazone (3007)
            - 6418 # Petoskey. Now has a beach. Allows Port. New seazone (3007)
            - 6419 # Kalamazoo. Now has a beach. Allows Port. New seazone (3007)
            - 6420 # Menominee. Allows Port. New seazone (3007)
            - 6421 # Houghton. Now has a beach. Allows Port. New seazone (3006)
            - 6422 # Escanaba. Now has a beach. Allows Port. New seazone (3007)
            - 6423 # Sault Sainte Marie, MI. Now has a beach, allows port. New seazone (3008)
            - 6590 # Sydney, NS. Took out an IC point and 40 infra that should't be there.
            - 6591 # Guysborough. Took out 40 infra that should't be there.
            - 6592 # Bridgewater. Took out 50 infra that should't be there.
            - 6593 # Yarmouth. Took out 50 infra that should't be there.
            - 6594 # Kentville. Took out 50 infra that should't be there.
            - 6595 # Antigonish. Took out 50 infra that should't be there.
            - 6596 # Truro, NS. Took out 50 infra that should't be there.
            - 6597 # Sable Island Station. Took out 40 infra that should't be there.
            - 6598 # Bathurst. Took out 50 infra that should't be there. 
            - 6599 # Edmundston. Took out 50 infra that should't be there. 
            - 6600 # Nackawic. Took out 50 infra that should't be there. 
            - 6601 # Oromocto. Took out 50 infra that should't be there. 
            - 6602 # Moncton. Took out 50 infra that should't be there. 
            - 6603 # Chatham. Took out 50 infra that should't be there.
            - 6604 # Saint John. Took out an IC point and 60 infra that should't be there.
            - 6605 # Fort George. Took out 10 infra that should't be there. 
            - 6606 # Fort Rupert. Took out 10 infra that should't be there.
            - 6607 # Waswanipi. Took out 10 infra that should't be there.
            - 6608 # Rouyn. Took out 20 infra that should't be there.
            - 6609 # Ville-Marie. Took out 20 infra that should't be there.
            - 6610 # Hull, QC. Took out 20 infra that should't be there.
            - 6611 # Akulivik. Took out 20 infra that should't be there.
            - 6612 # Povungnituk. Took out 20 infra that should't be there.
            - 6613 # Inukjuak. Took out 20 infra that should't be there.
            - 6614 # Great Whale River. Took out 20 infra that should't be there.
            - 6615 # Aupaluk. Took out 20 infra that should't be there.    
            - 6616 # Kangiqsujuaq. Took out 20 infra that should't be there.
            - 6617 # Salluit. Took out 20 infra that should't be there.
            - 6618 # Illutaliviniq. Took out 20 infra that should't be there.
            - 6619 # Nitchequon. Took out 10 infra that should't be there.
            - 6620 # Mistissini. Took out 20 infra that should't have been there.
            - 6621 # Chapais. Took out 10 infra that should't have been there.
            - 6622 # Nemiscau. Took out 10 infra that should't have been there.
            - 6623 # Labrecque. Took out 10 infra that should't have been there.
            - 6624 # Dolbeau. Took out 20 infra that should't have been there.
            - 6625 # Roberval. Took out 50 infra that should't have been there.
            - 6626 # Trois-Rivieres. Took out 30 infra that should't have been there.
            - 6627 # La Tuque. Took out 30 infra that should't have been there.
            - 6628 # Maniwaki. Took out 30 infra that should't have been there.
            - 6629 # Senneterre. Took out 30 and 1 metal infra that should't have been there.
            - 6630 # Mont-Laurier. Took out 70 infra that should't have been there.
            - 6631 # Joliette. Took out 70 infra that should't have been there.
            - 6632 # Baie-Saint-Paul. Took out 70 infra that should't have been there.    
            - 6633 # Sept-Iles. Took out 20 infra that should't have been there. Kept 1 IC and 1 metal because the East Coast is resource-deproved enough, ported to Wasteland.inc.
            - 6634 # Les Escoumins. Took out 20 infra that should't have been there. 
            - 6635 # Harrington Harbour. Took out 10 infra that should't have been there. 
            - 6636 # Netagamu River. Took out 10 infra that should't have been there.
            - 6637 # Havre-Saint-Pierre. Took out 10 infra that should't have been there.
            - 6638 # Port-Menier. Took out 10 infra that should't have been there.
            - 6639 # Cap-aux-Meules. Took out 40 infra that should't have been there.
            - 6640 # Riviere-du-Loup. Took out 40 infra that should't have been there. Took out an IC point, added to scenario.
            - 6641 # Levis. Took out 40 infra that should't have been there.
            - 6642 # Drummondville. Took out 60 infra that should't have been there.
            - 6643 # Thetford Mines. Took out 40 infra that should't have been there.
            - 6644 # Perce. Took out 30 infra that should't have been there.
            - 6645 # Gaspe. Took out 30 infra that should't have been there. No longer has a beach.
            - 6646 # Pointe-a-la-Croix. Took out 30 infra that should't have been there. No longer has a beach.
            - 6647 # North West River. Took out 10 infra that should't have been there and 12 metals that were already in the scenario file.
            - 6648 # Davis Inlet. Took out 10 infra that should't have been there.
            - 6649 # Hebron. Took out 10 infra that should't have been there.
            - 6650 # Hopedale. Took out 10 infra that should't have been there.
            - 6651 # Port Hope Simpson. Took out 10 infra that should't have been there.
            - 6652 # Michikamau Lake. Took out 30 infra that should't have been there and 1 mp and 2 energy that were already in the csv file.
            - 6653 # Hamilton River. Took out 10 infra that should't have been there.
            - 6654 # Burnt Lake. Took out 10 infra that should't have been there.
            - 6655 # Caniapiscau. Took out 10 infra that should't have been there.
            - 6656 # Grand Falls. Took out 30 infra that should't have been there. Subtracted 4 metal that should have been taken from the csv before.
            - 6657 # St. Anthony. Took out 30 infra that should't have been there.
            - 6658 # Harbour Breton. Took out 30 infra that should't have been there. Removed beach.
            - 6659 # Gander. Took out 30 infra that should't have been there.
            - 6660 # Grand Bank. Took out 30 infra that should't have been there.
            - 6661 # Stephenville. Took out 30 infra that should't have been there.
            - 6662 # Channel-Port aux Basques. Took out 30 infra that should't have been there.
            - 6663 # Botwood. Took out 30 infra that should't have been there.
            - 6664 # Rocky Harbour. Took out 30 infra that should't have been there.
            - 6665 # Cheticamp. Took out 40 infra that should't have been there. Removed beach.
            - 6672 # Deer Lake. Added a zero in the seazone to solve an issue in the csv.
            - 6673 # Keewatin. Added a zero in the seazone to solve an issue in the csv.
            - 6674 # Savant Lake. Added a zero in the seazone to solve an issue in the csv.
            - 6675 # Red Lake. Added a zero in the seazone to solve an issue in the csv.
            - 6676 # Big Trout Lake. Added a zero in the seazone to solve an issue in the csv.
            - 6677 # Dryden. Added a zero in the seazone to solve an issue in the csv.
            - 6678 # Kenora. Added a zero in the seazone to solve an issue in the csv.
            - 6679 # Fort Frances. Added a zero in the seazone to solve an issue in the csv.
            - 6680 # Armstrong. Added a zero in the seazone to solve an issue in the csv.
            - 6681 # Ignace. Added a zero in the seazone to solve an issue in the csv.
            - 6682 # Atikokan. Added a zero in the seazone to solve an issue in the csv.
            - 6683 # Oba. Added a zero in the seazone to solve an issue in the csv.
            - 6684 # Longlac. Allows port. New seazone (3006). Port XPos is now 7570 (was 7482). Port YPos is now 2200 (was 2116). Beach XPos is now 7570 (was 7482). Beach YPos is now 2260 (was 2116).
            - 6696 # London, ON. Allows port. New seazone (3009). Port YPos is now 2798 (was 2779).
            - 6698 # Parry Sound. Now has a beach, allows port. New seazone (3008). Port XPos is now 7884 (was 7960). Port YPos is now 2470 (was 2532). Beach XPos is now 7906 (was 7960). Beach YPos is now 2500 (was 2531). 
            - 6699 # Barrie. Now allows port. New seazone (3008). Port XPos is now 7890 (was 7943). Port YPos is now 2593 (was 2580). Beach XPos is now 7920 (was 7940). Beach YPos is now 2560 (was 2578).
            - 6702 # Belleville. Allows port. New seazone (3010). Port XPos is now 8100 (was 8082). Port YPos is now 2630 (was 2525).
            - 6703 # Pembroke. Beach XPos is now 8130 (was 8170). Beach YPos is now 2630 (was 2488).
            - 6704 # Gore Bay. Now allows port. New seazone (3008). Port XPos is now 7750 (was 7771). Port YPos is now 2465 (was 2447). Beach XPos is now 7712 (was 7767).

    events:
        - A few minor changes in how dates work in some events, done by Arcangelus.
        - Several files: Reduced amount of event spam at the start of the game, mostly by adding the trigger ai=no. Some events do stuff, so this had less effect that I would have liked. By Arcangelus.
        - Some cleanup of event files.
        - Warrior-Horny: Both leaders are now sleeping. Added to New Canaan and Navarro. Change done by Arcangelus. The following files were changed purely to address this:
            - Caesar's_Legion,txt, Darien_Tribes.txt, Den.txt, Enclave.txt, Gecko.txt, Hub.txt, Kansas_Free_State.txt, Kurtz's_Camp.txt, Manitou_Tribes.txt, Mexican_Raiders.txt, New_Reno.txt, NUKA.txt, RCC.txt, Reavers.txt, Reservation.txt, Shi_Empire.txt, Texas_Reformed.txt.

        - Beastlords.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as ""Beastlords", "Beastlords 2". Reduces starting event bloat. 
                - No more Horny and Warrior sleep/wake events.     
                - A few comments on future event ideas by Arcangelus

        - Broken_Hills.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "Welcome to Broken Hills", "It Aint All Roses". Reduces starting event bloat. 
                - No more option not to hunt for Marcus at first.    
                - No more Horny and Warrior sleep/wake events.

        - Commonwealth.txt:
            - The following was done by Arcangelus:
                - Added some interactions with the Cathedral. 
                - Partially implemented initial events for Boston.
                - AI no longer gets start-up events such as "Introductions". Reduces starting event bloat.
                - The player has more input in deciding the Government of Boston
                - Deeper policy slider changes
                - Choosing Minutemen gives some more troops
                - Fixed and augmented ministers and leaders of the Boston Commonwealth in all branches.
                - Choosing Instititute also gives some troops
                - Expansion events added
                - Decisions and events involving Civil War escalation and how the Commonwealth and its rulers should react to it, as well as outcomes of those events.
                - Added province development events, such as building mines
                - Events involving Institute initiatives
                - Events involving searching for the Beryllium Agitator, with many outcomes.

        - Deathclaws Enclave.txt: New file by Arcangelus. Currently unused.

        - Dark_Cathedral.txt:
            - The following changes were done by Arcangelus:
                - Start of Game - Children of the Night (Event 46000):
                    - No longer deactivates the following technologies for the Dark Cathedral:
                        - Ghoul Regulars, Gathered Mutant Warriors, Pioneers tech, Free Farmers tech, Ghoul race, Mutant race, Robot race, Spider race, Animal Genetics, Plant Genetics, Human Genetics, Intelligent Mutated Animals, Rad-Resistant Crops, Super Soldiers, Para-Psychic Science, Mind Powers, Vault Locations, Glory of the Eagle, Wu Shu, Intelligent Rat Scouts, Chi Mastery, Combat Implants, Stealth Fields, Biological Warfare, Data Centers, Alien Physiology, Adv. Survival Equipment, Robotic Bio-Weapons, Path of the Shaman, Gathering of the Tribes, Way of Dreams, Alien Armor, Anti Gravity, Mech attack
                    - This event is generally far less front-loaded.
                - A new corps ("Dark Cathedral Mobs") added for Dark Cathedral in Harrisburg (604)
                - No more "Access to Wastelands" event
                - Event "The US is Defeated!":
                    - no longer deactivates the following technologies: Profesional Mercs - Apocalyptic Mercs, , Workshops, Professional Training, , Aspire to Glory
                    - No longer activates and/or gives blueprint to the technologies:
                        Meatgrinder Training, Wastelands Scum, Wastelands War - Warrior Bands, It Never Changes
                    - No longer lowers relations by -100 with the following nations:
                        - CAL/NCR, TEX/New Church, MEX/NROM, ENG/Enclave, BOS/Commonwealth
                - "The Two Faces of Darkness" triggers had a small change in structure.
                - "The Anti-Charity":    
                    - Now a decision instead of event.
                    - Activates if the FUSA/States are defeated
                    - Can be used once you have 1000 supplies and 250 money (AI uses at 300 to avoid issues with no money)
                - No longer has events for Horny joining or de-activating, nor de-activating special leader The Warrior (handled differently now)        

        - Decisions.txt: 
            - The following was done by Arcangelus:
                - IDs 610220-1 are now used by Slave related events.
                - Gun Runners' events now used by AI.
                - Two sets of Bozars are now slightly more expensive (from 250 to 270 money)
                - Two sets of Avengers are now more expensive (from 320 to 360 money)
                - Improvements to event structure
                - Two sets of frag grenades are now more expensive (from 150 to 180 money)
                - Two sets of Improved Rockets more expensive (from 500 to 550)
                - Investing in infraestructure decreases more dissent (-3, was 2)
                - Investing in infraestructure builds two extra infra
                - Invest in National Research (Generic Version) decreases more dissent (-2.5, was -2)
                - Added tentative "Overwork Slaves" decision. Requires having Slavery technology and enough manpower for it. AI can use it as well. Now you can use those worthless sacks of flesh as disposable labourers by overworking them to the limit, mwhahahahahahah. Blood is the lubricant in the wheels of progress, after all. It gives a temporary bonus to the option chosen, at the price of using both current manpower, diminishing manpower income a bit and increasing dissent:
                    - Increase Construction speed of all kinds of structures
                    - Increase your industrial output by increasing IC and Supply modifiers
                    - Increase the output of basic resources
                - Activated the "horse" line of decisions. Need feedback, as I [Arcangelus] made those years ago.
                - Horses decision now has a 900 offset

        - Midwestern_BoS (was East_BoS.txt):
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - The following was done by Arcangelus:
                - Outposts event no longer shuts sleeps events 60545 and 60550 (note: Find out which are these. Probably gaining control.
                - Expansion to the south chance slightly lessed for the AI
                    - No longer sleeps events 60534, 60538, 60546 and 60551
                    - No more Horny and Warrior sleep/wake events.

        - East_Politics.txt:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.    

        - End_Game.txt:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - Created new model for End War events. This new version fixes many issues with the previous ones and leads to more nations choosing an alliance in general, with some degree of variety. Human and Mutant (and mutant-friendly) nations have different models.
            - Fixed sequencing issues of the "X Nation is No More" events of the following nations (for some reasons nations between 2-9 had their sequencing be 02-09 rather than 2-9. Probably didn't cause problems, but better to be sure):
                - Darien Tribes
                - Dark Cathedral
                - Harlequins
                - Kurtz's Camp
                - Manitou Tribes
                - Under-Nation
                - Spiders
                - The Huns
                - All these events now also use the proper new sequencing method, in which the event adds to the flag, rather than just setting the next flag, every time.    
            - Most nations now cannot choose in the End War if they are puppets. The "[NATION NAME] is No More" event will fire instead. There are a few exceptions to the rule. I won't say which is which because of spoilers.
            - End_Game choices model and balance changed:
                - "Neutral" no longer means "Attack all alliances at once", it means not choosing an alliance immediatly. Nations going crazy and attacking all alliances at once are now considered "Wildcard" nations instead.
                - There will be less neutrals now. There might be more Wildcards (AKA nations attacking all three big alliances at once), however.
                - There will be more human nations joining the Dictatorship of Man. This is due to the way the war works right now - they get attacked by two big alliances and a score of angry minors that go berserk, like the Warriors of Ice.
                - However, mutant and mutant-friendly nations (like Broken Hills and RCC) cannot join the Dictatorship of Man, so there's a good chunk of nations which cannot join the Dictatorship at all. So, it evens out.
            - "Manitou Guide Our Hearts": Manitou Tribes' End Game event now better written, thanks to Arcangelus and his own take on the endgame events. It now properly accomodates both AI and Human player - before, it was pretty much a human player event with some AI chance throw in.
            - "Pioneers Must Decide Their Fate": End Game event now better written, thanks to Arcangelus and his own take on the endgame events. Fixed issue that would cause AI Pioneers go Wildcard.
            - RCC (AI and player) can no longer join the Dictatorship of Man, partly due to it being ruled by the Enclave (literally wants to turn Canada into the 51st state) and partly due to the fact the Royal Canadian Commonwealth is tolerant and respectful of mutants (especially Ghouls), while the Enclave hates them. Something to change in the future once I start to deepen the RCC one day.
            - Further enhancements by Arcangelus:
                - Months now use numbers instead of month name.
                - No more differing AI and Player versions of End_War events, thanks to the use of in-command triggers. 
                - 104015 - The Decision of Broken Hills:
                    - Event now used for both AI and player through quality event scripting.
                - 104018 - Caesar's Choice, The Die is Cast:
                    - Event now used for both AI and player through quality event scripting.
                    - Fixed wrong action name for joining Dictatorship
                    - AI Caesar no longer has an option that he will never take. Yeah, I have no idea why I put that on even through I intended for Caesar to never use it, only players.
                - 104022 - Will Canada Stay Free?
                    - Event now used for both AI and player through quality event scripting.
                - 104024 - Slavemasters of Den Decide
                    - Event now used for both AI and player. This was not on the Arcangelus original, I changed it because Arcangelus aparently missed it - he removed the AI-only event but didn't use his template allowing for both AI and player-choices in a single event, and forgot to remove ai = no from the trigger.     
                - 104029 - Paladins of the East Take a Decision
                - 104030 - Gecko Emergency Meeting    
                - 104035 - Junklord Sniffs the Wind
                    - Events now used for both AI and player.
                - 104044 - Squeezed on all Sides
                    - Event now used for both AI and player.
                    - Flavor action names fixed.
                - 104048 - El Presidente Takes a Decision
                - 104050 - Warlord Gammorin Decides the Mutant Future
                - 104052 - The Assembly of NCR Rises
                - 104054 - The City of the Dead Chooses
                - 104056 - The New Reno Boss Works It Out    
                - 104057 - The Miners of Redding Decide    
                - 104059 - Mainframe Computes Final Outcome    
                - 104067 - The Divine Emperor Has Decided    
                - 104068 - Texan Hierarchs Take a Decision
                - 104072 - Texan Reformists Take a Decision
                - 104076 - Trade Guilds of Hub Decide
                - 104081 - The Great Snake Coils in Anger
                - 104083 - Vault City Council Responds
                - 104084 - Elders of the West Decide
                - 104089 - Manitou Guide Our Hearts (Sulik is dead version)    
                - 104089 - The Mayans Decide
                - 104300 - Beastlords stand before Three Great Beasts
                - 104302 - Calgary Confederacy Chooses
                - 104305 - Commonwealth Commits to its Future (Minutemen)
                - 104307 - Commonwealth Commits to its Future (Institute)
                - 104313 - Latter-Day Saints of New Canaan Must Make the Right Choice
                - 104314 - Nuka-Cola Company Goes Along
                - 104316 - Quebec Just Wants to be Free
                - 104319 - White Legs 
                    - Events now used for both AI and player.
                - Freed Event IDs:
                    - 104012 (The Decision of Broken Hills - AI version)
                    - 104013 (inside the Broken Hills Id range, no assigned event)
                    - 104014 (inside the Broken Hills Id range, no assigned event)
                    - 104016 (Caesar's Choice, The Die is Cast - AI version)
                    - 104017 (inside the Caesar's Legion Id range, no assigned event) 
                    - 104019 (Will Canada Stay Free? - AI Version)
                    - 104020 (inside the RCC Id range, no assigned event) 
                    - 104021 (inside the RCC Id range, no assigned event) 
                    - 104023 (Slavemasters of Den Decide - AI Version)
                    - 104025 (Paladins of the East Take a Decision - AI Version)
                    - 104026 (inside the East BOS Id range, no assigned event)
                    - 104027 (inside the East BOS Id range, no assigned event)
                    - 104028 (inside the East BOS Id range, no assigned event) 
                    - 104031 (Gecko Emergency Meeting - Player Version)
                    - 104032 (Junklord Sniffs the Wind - AI Version)
                    - 104033 (inside the Junkers Id range, no assigned event) 
                    - 104034 (inside the Junkers Id range, no assigned event) 
                    - 104036 (Signs of Blood in the Corn - AI Version)
                    - 104037 (inside the Kansas Id range, no assigned event) 
                    - 104038 (inside the Kansas Id range, no assigned event) 
                    - 104040 (Pioneers Must Decide Their Fate - AI Version)
                    - 104042 (Squeezed on all Sides - AI Version)
                    - 104043 (inside the Mexican Raiders Id range, no assigned event) 
                    - 104045 (El Presidente Takes a Decision - AI Version)
                    - 104046 (inside the NROM Id range, no assigned event) 
                    - 104047 (inside the NROM Id range, no assigned event) 
                    - 104049 (Warlord Gammorin Decides the Mutant Future - AI Version)
                    - 104051 (The Assembly of NCR Rises - AI Version)
                    - 104054 (The City of the Dead Chooses - Player Version)
                    - 104055 (The New Reno Boss Works It Out - AI Version)
                    - 104058 (The Miners of Redding Decide - Player Version)
                    - 104060 (inside the Robot Nation Id range, no assigned event) 
                    - 104061 (inside the Robot Nation Id range, no assigned event) 
                    - 104062 (Mainframe Computes Final Outcome - Player Version)
                    - 104063 (The Divine Emperor Has Decided - AI Version)
                    - 104064 (inside the Shi Empire Id range, no assigned event)
                    - 104065 (inside the Shi Empire Id range, no assigned event)
                    - 104066 (inside the Shi Empire Id range, no assigned event)
                    - 104069 (inside the New Church Id range, no assigned event)
                    - 104070 (inside the New Church Id range, no assigned event)
                    - 104071 (Texan Hierarchs Take a Decision - Player Version)
                    - 104073 (inside the Texas Reformed Id range, no assigned event)
                    - 104074 (inside the Texas Reformed Id range, no assigned event)
                    - 104075 (Texan Reformists Take a Decision - Player Version)
                    - 104077 (inside the Hub Id range, no assigned event)
                    - 104078 (inside the Hub Id range, no assigned event)
                    - 104079 (Trade Guilds of Hub Decide - Player Version)
                    - 104080 (The Great Snake Coils in Anger - AI Version)
                    - 104082 (Vault City Council Responds - AI Version)
                    - 104085 (inside the West BOS range, no assigned event)
                    - 104086 (inside the West BOS range, no assigned event)
                    - 104087 (inside the West BOS range, no assigned event)
                    - 104088 (Elders of the West Decide - Player Version)
                    - 104098 (The Mayans Decide - Player Version)
                    - 104301 (Beastlords stand before Three Great Beasts - Player Version)
                    - 104303 (Calgary Confederacy Chooses - Player Version)
                    - 104304 (Commonwealth Commits to its Future (Minutemen) - AI Version)
                    - 104306 (Commonwealth Commits to its Future (Institute) - AI Version)
                    - 104311 (inside the Commonwealth range, no assigned event)
                    - 104312 (Latter-Day Saints of New Canaan Must Make the Right Choice - AI Version)
                    - 104315 (Nuka-Cola Company Goes Along - Player Version)
                    - 104317 (Quebec Just Wants to be Free - Player Version)
                    - 104318 (White Legs - Player Version)
        - FODD AI leader traits.txt:
            - Removed, is part of an old, abandoned idea

        - forcing_peace.txt:
            - The following was done by Arcangelus:
                - Trigger to force peace with LUX/Wasteland works with everyone EXCEPT Marauders.

        - Former_USA.txt:
            - The following was done by Arcangelus:
                - Revamped FUSA-DK initial setup.
                - There is trickery afoot.
                - Event "USA Desperate Broadcast":
                    - Appears for both USA/The States and AZB/Dark Cathedral (which is in-game from the start now)
                    - Diminishes Dark Cathedral dissent  ("morale boost" is hearing your enemy cry out in despair over the radio)
                    - The States gets far smaller starting penalties and a small dissent bonus, IF its ai-played.
                    - No longer appears in the 6th day of January like clockwork, but is activated by another event.
                - Event "Dark Cathedral Brother Cainite":
                    - Some unit removals commented out, as they play differently now.
                    - It loads up ai_prepare_war, making the Dark Cathedral immediatly send troops to their border with The States
                    - AI The States gets a bit more help:
                        - AI no longer gets 5 dissent.
                        - AI gets a bit of help with reinforcing divisions
                        - Loads up USA_CW.ai, which is an AI made to help it in the civil war.
                - Event "Dark Cathedral" found:
                    - The following was done by Arcangelus:
                        - Amended the event "Dark Cathedral Found". Now it can trigger if you accepted the "lenient" version of Junker demands.
                        - Will also trigger if the Commonwealth took New York (#602). If Boston took it, then it also counts as they have no reason to be friendly with the church.
                - "The Lure of Darkness" Will fire less often.
                - "Call up the National Guard" has some Minor changes.
                - Event "Hope is a Diamond"    can now fire for the AI
                - The States can now get some unexpected help
                - AI States will get payback on Junkers only with a slight superiority in numbers.
                - "Baby's been a Bad Boy" event is mostly redundant now, with the Dark Cathedral setup changes.
                - No more Horny and Warrior sleep/wake events.    

        - Gaining_Control.txt:
            - The following was done by Arcangelus:
                - Improved Gaining control events: Now the Wasteland will secede provinces twice as often in an asynchronous manner.
                - Too many changes to number, the whole event file is vastly different now and twice as efficient.

        - General.txt:
            - All mentions to "Delano Peak" in the Vault 10 event chain changed to Mount Fitzpatrick and/or Afton, depending on context.
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
                - Flag "east_bos_gone" changed to "midwestern_bos_gone"
            - "Paradox's Curse - Free Resources": Event disabled, seems to be no longer necessary and currently merely adding more resources in the gameworld than it needs. This will increase resource scarcity, which is a good thing.
            - "Make Contact with Elvis" event was firing again years after it was supposed to, well after the chain ended. Fixed it by clearing "hunt_elvis" flag once Elvis is found and contact is made.    . "Make Contact with Elvis" fixed (I already did that - Slaughter).
            - "Sabotage!" and "Saboteurs Neutralized" event: If you manage to capture Conqueror and go to war with vault 10, you will no longer get eternal sabotage events and -300 supplies even through Vault 10 was annexed or turned into a puppet. The event will now no longer fire
            - The following events no longer give the phased out models of Power Armor which are in the old Regular and Ghoul unit models:
                - Human Powered Marines (40168)
                - Ghoul Powered Marines (40169)
                - Military Base (40617)
                - Military Base (40618)
                - Military Base (40619)
            - The following was done by Arcangelus:
                - Transformed the "history" and "trait" events into decisions, mainly cause I [Arcangelus] got tired of saying no.
                - "Meet Conqueror" and "Conqueror" has a better, more comprehensible event structure
                - "Choose your Destiny" event:
                    - Is now a decision
                    - Has simpler flags to prevent players from choosing more than one trait. Seven flags became one.
                    - Will go away if you do not choose a trait by 2246    

        - Harlequins.txt:
            - The following was done by Arcangelus:
                - "Voodoo Drums", "Solitaire's Readings", "Solitaire's Reading's Fade", "Great Voodoo Sacrifice", "Voodoo Blessings Fade", "Power of the Light" and "Slaver Raids" no longer have an immensely random, well, "random = no".    
                - No more Horny and Warrior sleep/wake events.     

        - Junkers.txt: 
            - The following was done by Arcangelus:
                - "Opportunity Knocks" no longer has an unecessary "random=no."
                - Minor changes
                - Some actions are now properly named from event_text.csv
                - No more Horny and Warrior sleep/wake events. 

        - Kurtz's_Camp.txt:
            - "Enclave Support" (44009): No longer gets the wrong type of Powered Ghoul division         

        Mayan_empire.txt:
            - Event 87011: Incorrect command = { type = province_keypoints where = 4314 value = 1 } rather than command = { type = province_keypoints which = 4314 value = 1 }. Thanks to peony for spotting this bug!
            - The following was done by Arcangelus:
                - Event "Unification of Mayan lands - Yucatan":
                    - Now cedes Control and Ownership of the following provinces to Mayan Empire: Playa del Carmen(4308), Chetumal(4310), Nicolas Bravo(7377), Belize City(758). 
                -  Decision 87004:
                    - Now cedes Control and Ownership of the following provinces to Mayan Empire: Tizimin(4307), Campeche(4311), Escarcega(4312), Ciudad del Carmen(4313), Mérida(756) or Puerto Barrios(2649), La Libertad(4305), Belmopan(4306) and Tenosique de Pino Suarez(7378). 
                - Decision 87005:
                    - Now cedes Control and Ownership of the following provinces to Mayan Empire: Puerto Barrios(2649), La Libertad(4305), Belmopan(4306) and Tenosique de Pino Suarez(7378)
                - Decision 87006:
                    - Now cedes Control and Ownership of the following provinces to Mayan Empire: Tizimin(4307), Campeche(4311), Escarcega(4312), Ciudad del Carmen(4313) and Mérida(756)
                - No more Horny and Warrior sleep/wake events.

        - Mutant_Army.txt:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - The following was done by Arcangelus:
                - Two of the three game start events ("Mutants Rule!" and "FEV and Creating Mutants") no longer fire for the AI in order to eliminate event clutter at gamestart, only "The Master's Genius" does, as it adds bonuses. These three events no longer have a "random=no" trigger - one that is pretty unecessary.
                - "Buy Slaves from the Huns" is now a decision.
                - Slightly improved "Buy slaves" event.
                - Partial clean up of chain "Ongoing Disturbing Incidents". Increased chance of resolution (Now 49%/32% annually, rather than 23%/17%)
                - "Slaves Brought":
                    - No longer has a "random = no".
                    - Sets a flag to stop the Mutants from continuously buying slaves from the Huns during the decision time of two months, then clears it after the deal is done by refusal or accept.
                - "Ghouls in Minneapolis":
                    - No longer has a "random = no".
                    - Now a decision, requires control of Minneapolis, can be done once you have 1000 supplies.
                - "Disturbing Incidents - Discovery"
                    - No longer has a "random = no".
                    - The first action no longer sleeps events 20155 and 20156. 
                    - The second action no longer sleeps events 20155 and 20156.
                - "Ongoing Disturbing Incidents - Investigation Success"
                    - No longer has a "random = no".
                    - Now a one-action event
                    - Now a persistent event
                    - random = 20 (was 10)
                    - Some odd coding commented out for the moment.
                - Event 20155 no longer exists (Note to self: what's up with that? Look it up.)
                - The following events no longer have "random = no" in the trigger:
                    "Slaves Purchase Refused", "FEV Intellect Boost", "The Mutant Giles", "The Lieutenant Serves", "Removal of The Lieutenant", "Born Warriors", "Capturing Eastern Brotherhood of Steel Bunkers", "Mayo Clinic", "Disturbing Incidents", "Ongoing Disturbing Incidents", "Deathclaw War", "Deathclaws Want Peace", "Deathclaws Mistrust Humans", "Deathclaws Mistrust Animal Killers", "Deathclaws Eternal War", "Disturbing Incidents - Discovery", "Dark Cathedral Aid", "Slaver Raids".
                - No more Horny and Warrior sleep/wake events.    
                - Note to self: Should Deathclaw events still be here?

        - Nations.txt:
            - "Growing Pains" event: Now only triggers after obtaining 150 VPs (was 100). Further balance pending.

        - NCR.txt:
            - The following was done by Arcangelus:
                - Minor event formatting changes.
                - AI no longer gets start-up events such as "Welcome to the NCR", "History of the NCR 1", "History of the NCR 2", "The Proud 16th" and "Tandi's Wisdom". This diminishes event clutter.
        
        - Necropolis.txt:
            - The following was done by Arcangelus:
                - "Conquest of the Deep Ghouls" and "Join With the Deep Ghouls": Fixed the province getting manpower (it was going to the wrong province)
                - No more Horny and Warrior sleep/wake events.    

        - New_Arroyo.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "Arroyo the Chosen Land", "Tale of the Vault Dweller 1", "Tale of the Vault Dweller 2", "Arroyo's Trial", "The Chosen One", "Time of Darkness" and "Salvation". Reduces starting event bloat.
                - Many of Arroyo's political events are unchanged, but have better, more elegant event triggers that use the nation's government instead of complicated slider settings that are unecessary: "Choosing a New Leader", "Arroyo Walks a Dark Path", "Arroyo's New Leader" , "Arroyo's Descent Into Madness" 
                - No more Horny and Warrior sleep/wake events.

        New_canaan.txt:    
            - Event 183014: incorrect command = { type = province_keypoints where = 733 value = 1 } twice (should be which not where). Thanks to peony for spotting this bug!
            - Event 183015: incorrect command = { type = province_keypoints where = 733 value = 1 } (should be which not where). Thanks to peony for spotting this bug!
            - The following was done by Arcangelus:
                - New Jerusalem not New Jesusalem. Was Literally unplayable.
                - "New Jerusalem" event now cedes ownership of province Salt Lake City.
                - Some event formatting changes
                - Small changes to the spawned marauders
                - Small changes to the decision to rebuild New Jerusalem, choices no longer sleep the right gaining control event.

        - NROM.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "Viva Mexico!". Reduces starting event bloat. 
                - "Corruption in High Places" and "Viva Mexico" events:
                    - No longer have a "random = no".
                - No more Horny and Warrior sleep/wake events.

        - Pioneer_Alliance.txt:
            - The following was done by Arcangelus:
                - "Integrate Eugene into Alliance":
                    - No longer sleeps a Gaining Control event.
                - The following events no longer have "random = no" in the trigger:
                    - "Welcome to the Pioneer Alliance", all the "Pioneer luck" events,  
                - No more Horny and Warrior sleep/wake events.

        - Polar_Station_Zeta.txt:
            - Army of the North Star (52002) no longer give the phased out models of Power Armor which are in the old Regular and Ghoul unit models:
            - The following was done by Arcangelus:
                - Minor date format changes
                - "Army of the North Star" event no longer has persistant = no on trigger.
                - No more Horny and Warrior sleep/wake events.

        - Political.txt:
            - Added new AI-only events to make sure Necropolis and Kansas Free State becoming part of the Ghoul Nation no longer lose access to Wastelands, Marauders, The Glow, X_Marks_The_Spot_Alpha, X_Marks_The_Spot_Beta and Dead Islands.

        - RCC.txt:
            - Added events to give Quebec military access to Wastelands, Marauders, X Marks the Spot Alpha, X Marks the Spot Beta and Dead Islands, in case Quebec exists (and the later three as well). This was causing a bug where Quebec could't expand against Marauders, thus early on making it focus on the Royal Canadian Commonwealth with laser-tight focus.

        - Rebels.txt:
            - Fixed bug that gave REB control of Flagstaff if it had control of Afton province. Its a fix of a fix - I goofed, Arcangelus fixed the goof, unaware that the fix was also a bug lol. This was caused by X Marks the Spot Beta having its location changed from Flagstaff, Arizona to Afton, Wyoming. Also fixed a few comments that were refering to Flagstaff as Afton.
            - The following was done by Arcangelus:
                - Nerfed marauders in Florida. From 5 to 3.
                - Miami rebels reduced from 5 to 4?
                - Reduced marauders from Jacksonville (648) from 10 to 8.
                - Cut some rebels on "New England", but more work is required.
                - Event "Mutant Monsters 2": More revolts in Florida.
                - A few fixes on date format and ortography ("Saettle"? Literally unaplable, Arcangelus, literally unplayable!)
                - No portraits, styles or descriptions for AI events which no one will ever see, lol.
                - Better province control events for rebels
                - Removed revolts in following provinces:
                    - Five revolts on province Fort Chimo, three revolts in Charleston, SC, two revolts in province Antigonish, two revolts in Kentville, one revolt in Truro, two revolts in Concord, five in Rutland, one in Portland, ME, one in Troy replaced by REB province control, six in Orlando, five in Titusville, five in Fort Launderdale, 
                - No longer activates a division in province Macon (647) in Georgia.
                - Replaced "Barstow Ferals" for "Long Rioters", commented out still. 
                - " The Restless Wastelands" event: Deleted a trigger that was commented out
                - A few province control clean-up events were removed.
                - Added new events to check wherever any land in a region is controlled by Wasteland.
                - Event "Night of the Living Dead":
                    - Now only triggers IF Commonwealth does not exist in any form (so it won't trigger in the Boston scenario)
                    - Zombies no longer gain free control of Commonwealth territory.

        - Redding.txt:
            - Wanamingo Dawn events:
                - Wanamingo now have two sets of divisions. Wanamingo models after the first upgrade to another series of divisions, which can be only updated to, not built. Model values have been changed to reflect this.
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "Welcome to Redding", "Redding the Mining Town" and "Wannamingos no More". Reduces starting event bloat.
                - "Welcome to Redding" no longer has a "random = no".
                - Wanamingo problem gets worse with time.
                - "Wanamingo Dawn" now weakens organization of units on Redding (caused by general chaos)
                - Wanamingo dawn fixed, in a "lazy way" (his words, not mine).
                - Wanamingo Dawn no longer causes a revolt in Redding
                - Swearing loyalty to the Queen enables Wanamingo units and adds some Wanamingo units
                - Wanamingo Dawn will no longer be a Merchant State, Wannamingos really lack trading skills
                - Wanamingo Dawn now spawns with a nice army
                - No more Horny and Warrior sleep/wake events.

        - Releasing_units.txt:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - Had another go at the issue of the locked Mexican Raiders units causing problems. Should be good now.
            - "16th US Division" unit and its divisions now start the game locked and are released by two new events created in this file . This was done because vehicles are now x2-3 times faster (but similarly consume far more fuel), and such fast vehicles would allow the NCR to cheese early expansions. They will now be released later or during wars, to prevent cheesery.

        - Robot_Nation.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "I, Robot" and "Robot Nation".
                - No more Horny and Warrior sleep/wake events.
                - No more "Never Was" event in case Mainframe makes no decision, they are now redundant.
                - Added a small event to decide name of the Robot Nation.
                - Erased redundant events.
                - Changed T-32 ministers to the sleep model.

        - Set_AI-Files.txt):
            - Midwestern BoS
            - The following was done by Arcangelus:
                - Removed "persistent = no" from all events

        - Slavers'_Guild.txt:
            - The following was done by Arcangelus:
                - Minor changes to an AI event.

        - Spiders.txt:
            - The following was done by Arcangelus:
                - Boosted Spiders initial position. 3 extra spider divisions, and a locked HQ.
                - Spiders more shill right at the beginning
                - Event "The Spider Queen":
                    - No longer scraps the first mercenary model
                    - jungle_move boost is now 28 (was 18).
                    - swamp_move boost is now 20 (was 10).
                    - Spiders now gain a muddy_move boost of 20
                    - no longer has a "random = no" in the trigger.
                - The following events no longer have "random = no" in the trigger: 
                    - "Insect Colony Behavior", "Lack of Unity", "Explosion in Spider Numbers", "Fighting Between Nests", "Organized Food Supplies", "Slave Tribals", "Taking Over the Slavers" and "Cult of the Spider Queen".

        - The_Huns.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "Great Khan", "We are the Huns", "Sturgess", "Drinking Around the Fire", "The Oldest Hun", "History of the Huns", "The Story of Max", "The Road Warrior", "The Last Interceptor", "Great Road Battle" and "End of the Story?". Reduces starting event bloat.
                - The following events no longer have "random = no" in the trigger:
                    - "New Reno Offers New Drug", "We are the Huns", "Road Jackals", Sturgess", "Drinking Around the Fire", "The Oldest Hun", "History of the Huns", "The Story of Max", "The Road Warrior", "The Last Interceptor", "Great Road Battle", "End of the Story?", "Capture of Taggart", "Oddball", "Raider Infighting", "Create the Thunderdome", "Roar of the Thunderdome", "Prized Mutant Pitfighter Sold", "Brazen Attack on Bartertown" (the two versions), "Aunty is Dissatisfied", "A Desert Wanderer", "Aunty's Test", "Aunty's Offer", "Trouble in Bartertown", "Thunderdome Battle", "Aunty Sets Him Free", "Deal with Mutant Rats", "The Rats Say Yes", "Dark Cathedral Aid" and "Slaver Raids".
                - "Create the Thunderdome" now a decision. Also, and as far as I [Arcangelus] remember, save_date and persistent do not get along.
                - event 7027 "Roar of the Thunderdome" could not happen.
                - event 7038 "Deal with Mutant Rats" seems to have never been properly updated. I [Arcangelus] made an attempt, but the event itself is probably useless now (Many potential nations between Huns and Broken Hills)
                - "The Rats Say Yes" no longer has "persistent = no" in the trigger
                - No more Horny and Warrior sleep/wake events.

        - The_New_Church.txt:
            - A few alterations to random generation Wasteland events
            - No more Horny and Warrior sleep/wake events.

        - The_Under-Nation.txt:
            - The following was done by Arcangelus:
                - The following events no longer have an empty trigger that doesn't do anything:
                    - "More Under-factories", "Our enemies are strucked with disease!", "A Strange Pair"
                - "The Triangle is Wearing Out": Slight simplification of the trigger.
                - The following events no longer have "random = no" in the trigger:
                    - "The Rat Council", "More Under-factories", "Consequences of Democracy", "Reaction to Fights Between Generals", "Killed the Escaped Two-legs", "They fled!", "Captured the Escaped Two-legs", "The Triangle is Wearing Out", "Plague missions", "Rats returns from plague missions", " Unexplained plague!",  "Our enemies are strucked with disease!", "Internal struggle" events, "Small manpower loss", "Small loss of supplies", "Small money loss", "Small loss of resources", "Small loss of IC", "Big loss of IC!", "Deaths in our Tech Teams!", "A Strange Pair", "Air Attack Training", "The Deathbringers", " Deal with the Huns", "Slaver Raids",   
                - Updated raid events. The file is (still) horrible to read.
                - No more Horny and Warrior sleep/wake events.

        - The_Vipers.txt:
            - The following was done by Arcangelus:
                - AI no longer gets start-up events such as "They Have Always Been With Us" and "The Vipers". Reduces starting event bloat.
                - "Sacrifice to the Great Snake" event: Second option no longers clears the "snake_sacrifice" flag 
                - No more Horny and Warrior sleep/wake events.
            - The following events no longer have "random = no" in the trigger:
                - "The Vipers", "I am Asp", "New Reno Offers New Drug", "The Sacred Venom", "Sacrifice to the Great Snake", "The Great Snake Watches", " Inspirations", "Intuitions", "Awakenings", "Delusions" and "Slaver Raids". 

        - Unifications.txt:
            - "California United", "Nevada United", "Utah United", "Southwest US United", "Northwest US United", "Southcentral US United", "Midwest US United", "Southeast US United", Northeast US United:     
                - These events now gives out off-map manpower bonuses to the Western Brotherhood of Steel only. See West_BoS.txt bellow for further details.
            - The following was done by Arcangelus: 
                - Nunavut United is no longer triggered by control of Pond Inlet (6837) and Mansel Island (6839). Now part of Permafrost.    

        Vault_City.txt:
            - The following was done by Arcangelus: 
                - AI no longer gets start-up events such as "Council has Voted", "We Must Be Wary" and "Vault City Must Prevail". Reduces starting event bloat.
                - Simplified event trigger (no need for an OR when there's only one condition lol) in the following events:
                    - "The Ghouls Have a Pact", "The Ghoul Talks Failed", 
                - "Propose Guarantee to NCR": Now a decision
                - The following events no longer have "random = no" in the trigger:
                    - "Vault City prevails, citizen!", "Gecko Intelligence Report", "Gecko Intelligence Report", "New Drug (from New Reno)", "New Drug Origin", "New Drug Compensation", "New Drug Refusal", "Rock Springs is Controlled by What?!", "The Ghouls Have Unified!", "The Ghouls Have Allied", "The Ghouls Have a Pact", "The Ghoul Talks Failed", "Citizens to Arms!", "The Fall of Gecko", "The Fall of Rock Springs", "Cleansing the Under-Nation", "Lynette's NCR Connections", " Propose Pact With NCR", "Pact with NCR", "Propose Guarantee to NCR", " Defense Treaty with NCR", "Citizens to Arms",  "We Must Be Wary", "Luddite Revolt!" and "Slaver Raids".
                    - No more Horny and Warrior sleep/wake events.

        Warriors_of_ice.txt:
            - The following was done by Arcangelus:
                - Thematic boost for Warriors of Ice.
                - A few formatting changes and such
                - A new expansion event to help the AI expand
                - No more Horny and Warrior sleep/wake events (why are these two talking about aliens to far-off mutant savages in the frozen roof of the world?! I know the truth is out there, but is it THAT out there?).

        - West_BoS.txt:
            - "Start of Game - Code of The Brotherhood": Now gives a -250% penalty to manpower growth. WBOS is no longer supposed to get mp from on-map manpower. Bear in mind that the WBOS now gets manpower from off-map resources in the scenario file, and that this penalty does not affect off-map manpower. In practice what this means is that the Brotherhood of Steel cannot get manpower from conquering land (or most techs, but I adressed that with new events). Why? 
                - Because the Lost Hills Brotherhood of Steel does not (with a few exceptions) recruit outsiders, they are an insular, closed organization which relies only on natural growth. This is canon. This is a change long in the making in order to align with the in-game lore, and this is the first pass for it - I have a plan for a more complex version, but only after I revamp the Unification system. Consider it a challenge run as well, I'm eager for feedback on how the BOS plays now.
            - To compensate for the penalty, the Brotherhood now has a new unique bonus: +5% GDE and +10% trickledown. This represents the Brotherhood's tendency towards small, dispersed numbers and low-manpower high-efficiency elite forces. It is also supposed to go well with their casualties-shy doctrine and the Brotherhood's elite soldiers.
            - Brotherhood Bunker Network events: 
                - Now give off-map manpower to account for the changes above.
                - They will now also no longer give any manpower modifier bonus. 
            - New events: "Technological Advance Affects Our Manpower". These events (currently ten) are made to ensure that the Brotherhood gets off-map manpower from technology, as the current system makes it all but impossible for them to get extra manpower from technological advancements. These events will trigger once you have researched a technology and give you an off-map manpower equivalent of the old bonus, calculated upon the default off-map manpower amount set in the scenario file (currently 0.10 mp per day, subject to change). These events also account for abandonement of technologes/doctrines, so the game will strip these event-given manpower bonuses from you if you research something and then abandon it.
            - "Dissent in the Brotherhood" now reduces manpower modifier to make sure the Brotherhood only gets 1% of on-map manpower.
            - The following was done by Arcangelus: 
                - Refactoring of the "The Brotherhood Holds Talks" events into decisions. Nice pictures pending.
                - AI no longer gets start-up events such as "The Brotherhood of Steel", "Foundation of The Brotherhood 1" and "Foundation of The Brotherhood 2", "The Brotherhood's Quest". Reduces starting event bloat.
                - The following events no longer have "random = no" in the trigger:
                    - "The Brotherhood of Steel", "Foundation of The Brotherhood 1", "Foundation of The Brotherhood 2", "Code of The Brotherhood", "The Passing of Sword", "The Brotherhood's Quest", "The Passing of Sambor", "Brotherhood Bunker Network", "HUB Accepts Status Quo", "HUB Accepts Status Quo", "HUB Closes Bunkers", "HUB in Flame", "HUB in Flame", "Redding Accepts Status Quo", "Redding Closes Bunkers", "Redding Accepts Status Quo", "Redding Closes Bunkers", "Redding in Flames", "Conquest of Redding", "Pioneers Accept Status Quo", "Pioneers Accept Status Quo", " Pioneers Accept Status Quo", "Pioneers Close Bunkers", "Pioneer Alliance in Flames", "Conquest of Pioneer Alliance", "Shi Accept Status Quo", "Shi Close Bunkers", "Shi Accept Status Quo", "Shi Close Bunkers", "Shi Empire in Flames", "Conquest of Shi Empire", "Arroyo Accepts Status Quo", "Arroyo Closes Bunkers", "Arroyo Accepts Status Quo", "Arroyo Closes Bunkers", "New Arroyo in Flames", "Conquest of New Arroyo", "New Reno Accepts Status Quo", "New Reno Closes Bunkers", "New Reno Accepts Status Quo", "New Reno Closes Bunkers", "New Reno in Flames", "Conquest of New Reno", "Den Accepts Status Quo", "Den Closes Bunkers", "Den Accepts Status Quo", "Den Closes Bunkers", "Den in Flames", "Conquest of Den", "Conquest of Den", "Conquest of Den", "Experimental Command Implants", "Wanamingo Mine Scam", "BoS Calls on Redding",  
                - "Dissent Within the Brotherhood": Simplied trigger (atwar = no is better than NOT = { atwar = yes })
                - "Experimental Command Implants": Removed redundant triggering of YK Commander event that was already commented out.
                - "Brotherhood Warns NCR": Simplified trigger.
                - "ACE Production Run Finished":
                    - Removed commented out trigger
                    - No longer has three event actions, but rather, a single one with conditional command triggers which only fire when the right flags are set - allowing one action to essentially clear all the effects and flags of the three ACE options.
                - No more Horny and Warrior sleep/wake events

        - West_Caravan_Trail.txt:
            - The following was done by Arcangelus: 
                - Partial refactor of event chain; More resilient to death nations/war, reduced amount of flags used (Somewhat easier to follow now: The Shi part is a little convoluted).
                - File now notes unused event flags
                - Use of numeric event flags.
                - Better commenting
                - The following events no longer have "random = no" in the trigger:
                    - "Western Caravan Start", "Great Profits", "Medium Profits", "Lesser Profits", "Western Caravan Choic", "Western Caravan Arrives in NCR!", "NCR Rangers Improve Security" (all versions), "Western Caravan Results" (all versions), "Caravan Profits" (all versions), " No more Caravan Guards!", "Caravan arrives in NCR", "Our Guards Return in Glory", "Our Guards Return Relaxed", "Our Guards Return Respected", "Shi Empire Welcomes the Great Caravan" (all versions), "Caravan Tax Profits" (all versions), "Darker Designs", "Chinese Fireworks", "Benevolent Emperor", "Raid Plans"(all versions), " Mortal Combat", "Shi Weapons Trade", "The Power of Kung Fu", "Festival of Light", "Raid Profits", "Caravan Repair Costs", "Raid Failed", "Raid Investigation", "Investigation Results", "Evidence of Shi Involvement", "It Was Raiders!", "We're Not Alone!", " NCR Condemns the Emperor!", "Shi Did The Raids!", "NCR Diplomatic Demands", "Shi Pay Compensation" (both versions), "Shi Refuse to Pay", "Rangers Strike Back!", "Pioneer Alliance greets the Caravan" (all versions), "Pioneers Greet the Caravan" (all versions), "Travelers Arrive in Arroyo", "Arroyo Teachings", "Wastelands Knowledge", "Warrior Training", "Wastelands Equipment", " Herbal Secrets". 

        - X_Marks_The_Spot_Alpha.txt:
            - "Military Armory" (49007 and 49008): No longer gets the wrong model of Power Armor division         

        West_Politics.txt:
            - Pioneers will not send riders to Redding and Redding will not send riders to Pioneers if the End War is in effect. The previous hotfix ensured Pioneers could't do that but not vice-versa. That was causing issues with the End War. Now this is fixed.
    
    ministers:
        - Ministers_ITA.csv: Ministers "Elder Veers" and "General Sword" are now "Fair Inquisitor" (was Fair Judge) and "Exemplary Star Paladin" (was Charismatic Recruiter) respectively. This is because those ministers were giving manpower growth bonuses, and mp growth bonuses are pretty much haram for the Brotherhood of Steel now. They use new generic personalities unique for the Brotherhood. 

        - minister_personalities.txt: 
            - Added two new minister Personalities meant to be Brotherhood of Steel-only generics:
                - Fair Inquisitor: Meant to replace the Fair Judge for ortodox Brotherhood chapters. Gives a manpower growth penalty (or better saying, no bonus at all in the 0% outsider chapters) in exchange for extra bonuses in defending against enemey spies and, less need to produce consumer goods and a supply consumption bonus.
                - Exemplary Star Paladin: Meant to replace the Charismatic Recruiter. Instead of increasing manpower growth, reduces instead and in exchange gives bonuses to types of units the Brotherhood would use. I almost gave it a bonus for energy weapon brigades, but that would be too much.
                - You can already see those two in-game in this version in the West BoS.
        - Ministers_SWE.csv: Hub/SWE Mininster range changed from +7001 to +700001. Old number conflicted with something else.


    units

        division_types.txt:
            - Changed Power Armor Division (d_rsv_33) name, shortname, desc and short_desc, in synch with changes to config/unit_names.csv:
                name        = NAME_D_RSV_33 # Was NAME_PARMOR
                short_name    = SNAME_D_RSV_33 # Was SNAME_PARMOR
                desc        = LDESC_D_RSV_33 # Was LDESC_PARMOR
                short_desc    = SDESC_D_RSV_33 # Was SDESC_PARMOR
            - Changed Alien Division (d_rsv_34) name, shortname, desc and short_desc, in synch with changes to config/unit_names.csv:
                name        = NAME_D_RSV_34 # Was NAME_ALIEN
                short_name    = SNAME_D_RSV_34 # Was SNAME_ALIEN
                desc        = LDESC_D_RSV_34 # Was SDESC_ALIEN
                short_desc    = SDESC_D_RSV_34 # WAS SDESC_ALIEN    
                - d_rsv_34: list_prio    = 115 (was -1) 
            - d_rsv_35: Added proper data. Evolved Wannamingos can be used but not produced, for they are "evolved" throughy upgrades only.
            - d_rsv_36: Added Spiders.

        lista_divisiones:
            - Updated.

        brigade_modifiers.csv:
            - Brigade modifier rebalance redone. A quite extensive list of changes. Most brigades changed.
            - Re-did modifiers across the board. Some brigades received wholesale transplants from vanilla brigades, others were merely influenced. Some brigades had nothing at all. I have not touched brigades since 2018, and my last wholesale change of the brigades was quite imperfect and would be totally unbalanced with the new changes - like units being able to have two brigades.
            - Running contrary to the unit modifiers, brigade modifiers generally tends towards being weaker than before - especially for certain brigades that had immense bonuses and penalties, like Beasts, Engineers and Energy Weapons.

                artillery/Artillery
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    5, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    -2, ATT_JUNGLE -3, ATT_SWAMP 0, ATT_URBAN 0, ATT_RIVER 0, ATT_SHORE    -15, ATT_FORT 5
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    5, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 5, DEF_FOREST    0, DEF_JUNGLE -2, DEF_SWAMP    -3, DEF_URBAN 0

                    - MOVEMENT Modifiers:
                         MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY -3, MOV_NIGHT    0, MOV_PLAIN 0, MOV_DESERT 0, MOV_MOUNTAIN -5, MOV_HILL    -4, MOV_FOREST -4, MOV_JUNGLE -3, MOV_SWAMP    -4, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    5, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    -10, ATT_JUNGLE    -10, ATT_SWAMP 0, ATT_URBAN    0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 5

                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    5, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 5, DEF_FOREST    -10, DEF_JUNGLE    -10, DEF_SWAMP -5, DEF_URBAN 0
                            
                        - MOVEMENT Modifiers:
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0

                sp_artillery/Elite Guards
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    0, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    0, ATT_JUNGLE 0, ATT_SWAMP 0, ATT_URBAN    0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    0, DEF_JUNGLE 0, DEF_SWAMP 0, DEF_URBAN    0
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP    0, MOV_URBAN 0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    3, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    0, ATT_JUNGLE 0, ATT_SWAMP 0, ATT_URBAN    0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    0, DEF_JUNGLE 0, DEF_SWAMP 0, DEF_URBAN    0
                        - MOVEMENT Modifiers:
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0

                rocket_artillery/Beasts
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 5, ATT_PLAIN    0, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 0, ATT_FOREST    4, ATT_JUNGLE 12, ATT_SWAMP    8, ATT_URBAN 0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0
                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 5, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    5, DEF_JUNGLE 15, DEF_SWAMP    10, DEF_URBAN 0
                    - MOVEMENT Modifiers:
                        MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN 0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 20, ATT_PLAIN -5, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST 20, ATT_JUNGLE 20, ATT_SWAMP 20, ATT_URBAN 0, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 0

                        - DEFENSE Modifiers:
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 20, DEF_PLAIN 0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST 20, DEF_JUNGLE    20, DEF_SWAMP 20, DEF_URBAN 0

                        - MOVEMENT Modifiers:
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT 0, MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0

                sp_rct_artillery/Special Brigades
                    No change, Special Brigades don't have terrain modifiers per see.

                anti_tank/Explosives
                    - ATTACK Modifiers:
                        ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT 0, ATT_PLAIN    0, ATT_DESERT 0, ATT_MOUNTAIN 2, ATT_HILL 5, ATT_FOREST    -5, ATT_JUNGLE -5, ATT_SWAMP 0, ATT_URBAN 5, ATT_RIVER 0, ATT_SHORE    0, ATT_FORT    3

                    - DEFENSE Modifiers:
                        DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    -2, DEF_JUNGLE -6, DEF_SWAMP 0, DEF_URBAN 0

                    - MOVEMENT Modifiers:    
                        MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY -2, MOV_NIGHT    0, MOV_PLAIN 0, MOV_DESERT 0, MOV_MOUNTAIN -5, MOV_HILL    0, MOV_FOREST -4, MOV_JUNGLE -3, MOV_SWAMP -4, MOV_URBAN 0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR 0, ATT_BLIZZARD 0, ATT_SNOW 0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM 0, ATT_MUDDY 0, ATT_NIGHT    0, ATT_PLAIN 0, ATT_DESERT 0, ATT_MOUNTAIN 0, ATT_HILL 5, ATT_FOREST -5, ATT_JUNGLE    -5, ATT_SWAMP 0, ATT_URBAN 15, ATT_RIVER 0, ATT_SHORE 0, ATT_FORT 3

                        - DEFENSE Modifiers:    
                            DEF_CLEAR 0, DEF_BLIZZARD 0, DEF_SNOW 0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM 0
                            DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN    0, DEF_DESERT 0, DEF_MOUNTAIN 0, DEF_HILL 0, DEF_FOREST    -5, DEF_JUNGLE -5, DEF_SWAMP 0, DEF_URBAN 0

                        - MOVEMENT Modifiers:
                            MOV_CLEAR 0, MOV_BLIZZARD 0, MOV_SNOW 0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM 0, MOV_MUDDY 0, MOV_NIGHT 0, MOV_PLAIN    0, MOV_DESERT0 , MOV_MOUNTAIN 0, MOV_HILL 0, MOV_FOREST    0, MOV_JUNGLE 0, MOV_SWAMP 0, MOV_URBAN    0

                light_armor_brigade
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    10, ATT_MOUNTAIN    0, ATT_HILL    1, ATT_FOREST    -2, ATT_JUNGLE    -6, ATT_SWAMP    -4, ATT_URBAN    2, ATT_RIVER    0, ATT_SHORE    -12, ATT_FORT    0
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -10, DEF_SWAMP    -4, DEF_URBAN    3
                    - MOVEMENT Modifiers:
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -3, MOV_NIGHT    0, MOV_PLAIN    5, MOV_DESERT    5, MOV_MOUNTAIN    -5, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    -3, MOV_SWAMP    -4, MOV_URBAN    -3

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    20, ATT_DESERT    15, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -10, ATT_JUNGLE    -20, ATT_SWAMP    -20, ATT_URBAN    5, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    3

                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -10, DEF_SWAMP    -10, DEF_URBAN    3

                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    15, MOV_DESERT    5, MOV_MOUNTAIN    -5, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    -3, MOV_SWAMP    -4, MOV_URBAN    -3

                heavy_armor
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    5, ATT_DESERT    15, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -2, ATT_JUNGLE    -6, ATT_SWAMP    -4, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    -6, ATT_FORT    0
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    10, DEF_DESERT    15, DEF_MOUNTAIN    -3, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -4, DEF_SWAMP    -2, DEF_URBAN    0
                    - MOVEMENT Modifiers:                
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -3, MOV_NIGHT    0, MOV_PLAIN    5, MOV_DESERT    10, MOV_MOUNTAIN    -5, MOV_HILL    -2, MOV_FOREST    0, MOV_JUNGLE    -5, MOV_SWAMP    -2, MOV_URBAN    -2

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    25, ATT_DESERT    15, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    -20, ATT_SWAMP    -15, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0


                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    25, DEF_DESERT    15, DEF_MOUNTAIN    3, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -15, DEF_SWAMP    -10, DEF_URBAN    0

                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    10, MOV_DESERT    10, MOV_MOUNTAIN    -15, MOV_HILL    -5, MOV_FOREST    -10, MOV_JUNGLE    -15, MOV_SWAMP    -5, MOV_URBAN    -10

                super_heavy_armor
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    5, ATT_DESERT    5, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -3, ATT_JUNGLE    -9, ATT_SWAMP    -6, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    -13, ATT_FORT    20
                        
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    -3, DEF_JUNGLE    -9, DEF_SWAMP    -6, DEF_URBAN    0
                    - MOVEMENT Modifiers:
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -20, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    -3, MOV_HILL    0, MOV_FOREST    -3, MOV_JUNGLE    -9, MOV_SWAMP    -6, MOV_URBAN    -6    

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    10, ATT_DESERT    5, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -2, ATT_JUNGLE    -9, ATT_SWAMP    -9, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    10

                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    -5, DEF_JUNGLE    -20, DEF_SWAMP    -15, DEF_URBAN    0
            
                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -20, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    -10, MOV_HILL    -10, MOV_FOREST    -10, MOV_JUNGLE    -20, MOV_SWAMP    -20, MOV_URBAN    -30

                armored_car
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    10, ATT_MOUNTAIN    5, ATT_HILL    0, ATT_FOREST    -1, ATT_JUNGLE    -3, ATT_SWAMP    -5, ATT_URBAN    3, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                        
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    14, DEF_DESERT    15, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    2, DEF_JUNGLE    0, DEF_SWAMP    -2, DEF_URBAN    6
                    - MOVEMENT Modifiers:
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    5, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    3, MOV_JUNGLE    0, MOV_SWAMP    -3, MOV_URBAN    5


                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    15, ATT_DESERT    5, ATT_MOUNTAIN    5, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    -5, ATT_URBAN    3, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0


                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    -5, DEF_URBAN    3

                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    -5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    5, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    -5, MOV_SWAMP    -10, MOV_URBAN    5

                anti_air
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    -5, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                        
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    5, DEF_HILL    5, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0

                    - MOVEMENT Modifiers:    
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    -10, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0


                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    5, DEF_HILL    5, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0

                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                police
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    5, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                        
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    10
                    - MOVEMENT Modifiers:
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0

                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    5

                        - MOVEMENT Modifiers:

                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                engineer
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    9, ATT_HILL    6, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    9, ATT_RIVER    5, ATT_SHORE    10, ATT_FORT    15
                            
                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    12, DEF_HILL    9, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    12

                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    5, MOV_HILL    3, MOV_FOREST    4, MOV_JUNGLE    7, MOV_SWAMP    6, MOV_URBAN    5

                        Was:
                            - ATTACK Modifiers:
                                ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    10, ATT_HILL    10, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    20, ATT_RIVER    25, ATT_SHORE    0, ATT_FORT    5


                            - DEFENSE Modifiers:
                                DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    15, DEF_HILL    10, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    15

                            - MOVEMENT Modifiers:
                                MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    5, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    5, MOV_HILL    3, MOV_FOREST    5, MOV_JUNGLE    5, MOV_SWAMP    5, MOV_URBAN    5

                naval_radar_s
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    1, ATT_SNOW    2, ATT_FROZEN    0, ATT_RAIN    3, ATT_STORM    1, ATT_MUDDY    0, ATT_NIGHT    2, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
                    
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    1, DEF_SNOW    2, DEF_FROZEN    0, DEF_RAIN    3, DEF_STORM    1, DEF_MUDDY    0, DEF_NIGHT    2, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
                    - MOVEMENT Modifiers:
                    , MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    2, ATT_STORM    1, ATT_MUDDY    0, ATT_NIGHT    2, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0

                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0

                        - MOVEMENT Modifiers:
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0
                            MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                naval_radar_l
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    2, ATT_SNOW    3, ATT_FROZEN    0, ATT_RAIN    4, ATT_STORM    2, ATT_MUDDY    0, ATT_NIGHT    3, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0
    
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    2, DEF_SNOW    3, DEF_FROZEN    0, DEF_RAIN    4, DEF_STORM    2, DEF_MUDDY    0, DEF_NIGHT    3, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0
                    - MOVEMENT Modifiers:
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    3, ATT_STORM    1, ATT_MUDDY    0, ATT_NIGHT    3, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    0, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0

                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    0, DEF_URBAN    0

                        - MOVEMENT Modifiers:    
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                cavalry_brigade
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    0, ATT_MOUNTAIN    3, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    -3, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    -13, ATT_FORT    0
                        
                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    5, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    -3, DEF_URBAN    0

                    - MOVEMENT Modifiers:    
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    0, ATT_BLIZZARD    0, ATT_SNOW    0, ATT_FROZEN    0, ATT_RAIN    0, ATT_STORM    0, ATT_MUDDY    0, ATT_NIGHT    0, ATT_PLAIN    7, ATT_DESERT    0, ATT_MOUNTAIN    3, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    0, ATT_SWAMP    -3, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0

                        - DEFENSE Modifiers:
                            DEF_CLEAR    0, DEF_BLIZZARD    0, DEF_SNOW    0, DEF_FROZEN    0, DEF_RAIN    0, DEF_STORM    0, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    5, DEF_DESERT    5, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    0, DEF_SWAMP    -3, DEF_URBAN    0

                        - MOVEMENT Modifiers:    
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0

                rsv_36
                    - ATTACK Modifiers:
                        ATT_CLEAR    0, ATT_BLIZZARD    -6, ATT_SNOW    -4, ATT_FROZEN    0, ATT_RAIN    -3, ATT_STORM    -5, ATT_MUDDY    -5, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    0, ATT_JUNGLE    -5, ATT_SWAMP    -3, ATT_URBAN    0, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0

                    - DEFENSE Modifiers:
                        DEF_CLEAR    0, DEF_BLIZZARD    -3, DEF_SNOW    -2, DEF_FROZEN    0, DEF_RAIN    -1, DEF_STORM    -2, DEF_MUDDY    -2, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    0, DEF_JUNGLE    -3, DEF_SWAMP    -2, DEF_URBAN    0

                    - MOVEMENT Modifiers:    
                        MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0
                    

                    Was:
                        - ATTACK Modifiers:
                            ATT_CLEAR    10, ATT_BLIZZARD    -15, ATT_SNOW    -10, ATT_FROZEN    0, ATT_RAIN    -10, ATT_STORM    -25, ATT_MUDDY    -5, ATT_NIGHT    0, ATT_PLAIN    0, ATT_DESERT    0, ATT_MOUNTAIN    0, ATT_HILL    0, ATT_FOREST    -5, ATT_JUNGLE    -5, ATT_SWAMP    -5, ATT_URBAN    10, ATT_RIVER    0, ATT_SHORE    0, ATT_FORT    0

                        - DEFENSE Modifiers:
                            DEF_CLEAR    10, DEF_BLIZZARD    -15, DEF_SNOW    -10, DEF_FROZEN    0, DEF_RAIN    -10, DEF_STORM    -25, DEF_MUDDY    0, DEF_NIGHT    0, DEF_PLAIN    0, DEF_DESERT    0, DEF_MOUNTAIN    0, DEF_HILL    0, DEF_FOREST    -5, DEF_JUNGLE    -5, DEF_SWAMP    -5, DEF_URBAN    0

                        - MOVEMENT Modifiers:    
                            MOV_CLEAR    0, MOV_BLIZZARD    0, MOV_SNOW    0, MOV_FROZEN    0, MOV_RAIN    0, MOV_STORM    0, MOV_MUDDY    0, MOV_NIGHT    0, MOV_PLAIN    0, MOV_DESERT    0, MOV_MOUNTAIN    0, MOV_HILL    0, MOV_FOREST    0, MOV_JUNGLE    0, MOV_SWAMP    0, MOV_URBAN    0


        modifiers.csv:
            - Fixed bug: There were two entries for CV, and CVL and CVE were in different places than they should be.
            - Unit modifier rebalance done. A quite extensive list of changes. Pretty much every unit affected.
            - Re-did modifiers across the board, using the DH Full modifiers as base to tweak and change values. I suspect unit modifiers have not been looked upon since the HOI2 era of the mod. 
                - Where a division type did not have a 1:1 straight comparison to vanilla units, I compared their modifiers with infantry and their other vanilla equivalents - for example, there's no Ghouls in DH Full (unless there's something no one told me about the Hiroshima and Nagasaki bombings), so I'm comparing Ghouls with Human Regulars in the old values - for example, they have +10 ATT_RAIN than Regulars in the old model. So in the new model, I have FODD INF the value of their DH INF counterpart unit, because they're direct counterpart units - So INF/Regulars have -20 modifier for ATT_RAIN while CAV/Ghouls have -10.    
                - Some FODD units also got modifiers from DH Full units. For example, FODD PARAs are a mix of vanilla PARAs, MTN and MAR, therefore I gave them new modifiers from all those three.
            - Terrain and climate Modifiers will generally be stronger and more important across the board. Be mindful of the terrain and weather you are fighting in, the units and brigades you are using. Failure to do so will cause failure and frustration.
            - Some terrain is actually easier to fight in now, like Frozen and Mountains. Some modifiers were stacking in a way that made certain places into massive grinders. 
                - Ever wonder why fighting up there in the North against the Enclave and/or Polar Station Zeta usually results in super slow grinding wars? This is likely the reason. Still, do not understimate the cold and the ice.
            - Weather (Blizzard/Snow/Storm/Rain/Muddy) is different, more important distinctive.
                - Most weather is generally as bad for attacker as for the defender, assuming equal conditions.
                - Blizzard is far stronger and far severe now. The worst climate to be fighting in, but honestly - you are fighting in the middle of a Blizzard. What did you expect, cakewalk? Snowball fight? 
                - Snow was nerfed. Before in FODD, Snow modifier ranged between -40/-60, now it ranges from -20/-40, while Blizzard ranges from -65/-85, a 45 points difference. I believe the intent is to make snow and blizzard more distinctive.
                 - Rain practically didn't matter in FODD. Now its something to take into consideration.
                 - Storm is now far stronger, the second worst weather modifier in general. 
            - In FODD/HOI2, a lot of defensive modifiers were represented as bonuses. In DH Full, these are usually represented as penalties, but DEF penalty is usually lower than ATT. This, I assume, is because warfare favours the defender, and because the old modifiers were making defense too easy. Another difference is that when looking at the old modifiers, I suspect the positive DEF modifiers combined with the negative ATT modifiers, were causing a lot of bad modifier stacking for attackers.
                - Example: INF vs INF in Mountain terrain. Assume all else is equal.
                    - FODD: ATT_MOUNTAIN -50 vs 25 DEF_Mountain = Attacker has -75% disadvantage.
                    - DHFull: ATT_MOUNTAIN -40 vs -20 DEF_MOUNTAIN = Attacker has -20% disadvantage. 
                    - As you can see, it is a significative difference.

            INF/Human Regulars:
                - Pretty much using the same modifiers as DH Full Infantry.
                - The "baseline" unit, many other infantry units without straight vanilla equivalents (Irregulars/Ghouls/Super Mutants/Scouts) are compared to it. 
                - Here's a neat little comparison between FODD and HOIDH Full:
                              FODD INF vs DH INF
                    MODIFIER        INF    INF

                    DEF_CLEAR        0    0
                    DEF_BLIZZARD    -33    -85
                    DEF_SNOW        0    -40
                    DEF_FROZEN        20    -25
                    DEF_RAIN        0    -20
                    DEF_STORM        -10    -65
                    DEF_MUDDY        20    0
                    DEF_NIGHT        -33    -90
                    DEF_PLAIN        5    5
                    DEF_DESERT        -10    -65
                    DEF_MOUNTAIN    25    -20
                    DEF_HILL        5    4
                    DEF_FOREST        10    -7
                    DEF_JUNGLE        40    -58
                    DEF_SWAMP        20    -48
                    DEF_URBAN        33    -2
                    MOV_CLEAR        0    0
                    MOV_BLIZZARD    -70    -90
                    MOV_SNOW        -35    -20
                    MOV_FROZEN        -60    -15
                    MOV_RAIN        -10    -20
                    MOV_STORM        -25    -40
                    MOV_MUDDY        -50    -70
                    MOV_NIGHT        -15    -70
                    MOV_PLAIN        0    0
                    MOV_DESERT        -33    -25
                    MOV_MOUNTAIN    -33    -20
                    MOV_HILL        -15    -10
                    MOV_FOREST        -15    -15
                    MOV_JUNGLE        -33    -35
                    MOV_SWAMP        -33    -25
                    MOV_URBAN        0    -5    


            CAV/Ghouls:

                - No longer have Movement Modifier bonuses compared to INF/Human Regulars. Ghouls are slowish, shuffling beings. They don't have much physical strength and while pretty ornery and robust, its more of an endurance than strength kind of toughness. They can barely run. I don't think their ornery constitution would translate to better travel in many enviroments. So, I've given Ghouls the same Movement Modifiers as Human Regulars for now, its their "one weakness". Not much of a difference I think, but you will probably see Ghoul nations expanding a little slower in general. 

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -65, ATT_SNOW    -20, ATT_FROZEN    -15, ATT_RAIN -15, ATT_STORM -55, ATT_MUDDY -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -50, ATT_MOUNTAIN -20, ATT_HILL -10, ATT_FOREST -15, ATT_JUNGLE -60, ATT_SWAMP -50, ATT_URBAN -15, ATT_RIVER -20, ATT_SHORE -50, ATT_FORT -25

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -50, ATT_SNOW    -40, ATT_FROZEN    -10, ATT_RAIN 0, ATT_STORM -20, ATT_MUDDY -50, ATT_NIGHT -70, ATT_PLAIN    0, ATT_DESERT -10, ATT_MOUNTAIN    -30, ATT_HILL -10, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -10, ATT_URBAN -10, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
                        
                        
                - DEFENSE Modifiers:
                    DEF_CLEAR  0, DEF_BLIZZARD -80, DEF_SNOW -35, DEF_FROZEN -20, DEF_RAIN -15, DEF_STORM -60, DEF_MUDDY 0, DEF_NIGHT -85, DEF_PLAIN 5, DEF_DESERT -60, DEF_MOUNTAIN -15, DEF_HILL 9, DEF_FOREST -2, DEF_JUNGLE -51, DEF_SWAMP -43, DEF_URBAN 3

                    Was:
                        DEF_CLEAR    0, DEF_BLIZZARD    -28, DEF_SNOW 0, DEF_FROZEN    20, DEF_RAIN 0, DEF_STORM -10, DEF_MUDDY 20, DEF_NIGHT -28, DEF_PLAIN 5, DEF_DESERT    -5, DEF_MOUNTAIN 30, DEF_HILL 10, DEF_FOREST 15, DEF_JUNGLE    40, DEF_SWAMP 25, DEF_URBAN    38
                        

                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW -20, MOV_FROZEN -15, MOV_RAIN -25, MOV_STORM -40, MOV_MUDDY -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -20, MOV_HILL -10, MOV_FOREST -15, MOV_JUNGLE -35, MOV_SWAMP -25, MOV_URBAN -5

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 10


            MOT/Raiders:

                - Using same modifiers as DH FUll MOT.
                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -65, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -35, ATT_MOUNTAIN -60, ATT_HILL    -20, ATT_FOREST    -30, ATT_JUNGLE    -75, ATT_SWAMP -65, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -40

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -20, ATT_MOUNTAIN -70, ATT_HILL    -30, ATT_FOREST    -30, ATT_JUNGLE    -40, ATT_SWAMP -40, ATT_URBAN -50, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
                        

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    -56, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT    -30, DEF_MOUNTAIN -30, DEF_HILL    4, DEF_FOREST -9, DEF_JUNGLE -65, DEF_SWAMP    -55, DEF_URBAN    -2

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT 0, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                        


                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -85, MOV_SNOW    -50, MOV_FROZEN    -30, MOV_RAIN -40, MOV_STORM -60, MOV_MUDDY    -95, MOV_NIGHT -80, MOV_PLAIN 0, MOV_DESERT    -10, MOV_MOUNTAIN -30, MOV_HILL    -15, MOV_FOREST    -30, MOV_JUNGLE    -70, MOV_SWAMP -40, MOV_URBAN -10

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -60, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -15, MOV_MOUNTAIN -50, MOV_HILL    -25, MOV_FOREST    -25, MOV_JUNGLE    -50, MOV_SWAMP -50, MOV_URBAN -33                

            MECH/Robot Infantry:

                - Not very changed, their original stats were just adapted from the original using INF as comparison.    

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -75, ATT_SNOW    -30, ATT_FROZEN    -15, ATT_RAIN -15, ATT_STORM -55, ATT_MUDDY    -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -65, ATT_MOUNTAIN -40, ATT_HILL    -20, ATT_FOREST    -25, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -20, ATT_SHORE    -50, ATT_FORT -30

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -60, ATT_SNOW    -50, ATT_FROZEN    -40, ATT_RAIN -5, ATT_STORM    -30, ATT_MUDDY -65, ATT_NIGHT -70, ATT_PLAIN 0, ATT_DESERT -25, ATT_MOUNTAIN -50, ATT_HILL -25, ATT_FOREST -10, ATT_JUNGLE -15, ATT_SWAMP -25, ATT_URBAN -25, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
                        

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -20, DEF_HILL 4, DEF_FOREST    -7, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -10, DEF_MOUNTAIN    25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP    20, DEF_URBAN 33
                        

                - MOVEMENT Modifiers:

                    MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -12, MOV_HILL -2, MOV_FOREST -10, MOV_JUNGLE -30, MOV_SWAMP -20, MOV_URBAN    -5

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 0
                        

            L ARM/APCs and Tanks

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -50, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -65, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -30, ATT_MOUNTAIN -60, ATT_HILL    -20, ATT_FOREST    -35, ATT_JUNGLE    -75, ATT_SWAMP -65, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -40

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -10, ATT_MOUNTAIN -70, ATT_HILL    -30, ATT_FOREST    -30, ATT_JUNGLE    -40, ATT_SWAMP -40, ATT_URBAN -50, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
                        

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -50, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    -56, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT    -18, DEF_MOUNTAIN -30, DEF_HILL    -3, DEF_FOREST -12, DEF_JUNGLE -65, DEF_SWAMP -55, DEF_URBAN -6

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT 0, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                        

                - MOVEMENT Modifiers: 
                    MOV_CLEAR 0, MOV_BLIZZARD 75, MOV_SNOW -20, MOV_FROZEN -10, MOV_RAIN -25, MOV_STORM    -40, MOV_MUDDY -90, MOV_NIGHT -85, MOV_PLAIN 0, MOV_DESERT 0, MOV_MOUNTAIN    -40, MOV_HILL -5, MOV_FOREST -15, MOV_JUNGLE -50, MOV_SWAMP    -60, MOV_URBAN -15

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -70, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -15, MOV_MOUNTAIN -50, MOV_HILL    -25, MOV_FOREST    -25, MOV_JUNGLE    -50, MOV_SWAMP -50, MOV_URBAN -33


            ARM/Tankbots

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -40, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -65, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -15, ATT_MOUNTAIN -70, ATT_HILL    -30, ATT_FOREST    -40, ATT_JUNGLE    -80, ATT_SWAMP -70, ATT_URBAN -35, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -40

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -10, ATT_MOUNTAIN -50, ATT_HILL    -25, ATT_FOREST    -10, ATT_JUNGLE    -15, ATT_SWAMP -25, ATT_URBAN -25, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10
                    


                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -25, DEF_FROZEN    -50, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    -56, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT    0, DEF_MOUNTAIN    -35, DEF_HILL -13, DEF_FOREST -14, DEF_JUNGLE -72, DEF_SWAMP -61, DEF_URBAN    -16

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT 0, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                        

                - MOVEMENT Modifiers: 
                    MOV_CLEAR 0, MOV_BLIZZARD -75, MOV_SNOW    -20, MOV_FROZEN    -10, MOV_RAIN -25, MOV_STORM -40, MOV_MUDDY    -90, MOV_NIGHT -85, MOV_PLAIN 0, MOV_DESERT    0, MOV_MOUNTAIN    -40, MOV_HILL -5, MOV_FOREST -15, MOV_JUNGLE -50, MOV_SWAMP    -60, MOV_URBAN -15

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN -10
                        

            PARA/Scouts:
                - PARA is FODD is a general purpose unit for Specialists, Elite Soldiers and Special Units, the works. 
                    - For example, Spetznaz, SEALs, Marines, GRUMEC, BOE, SAS, etc.
                    - In Fallout, we have the Nightkin, Rangers, Enclave Control Squad, Squad Sigma, etc.
                - FODD PARA is a hybrid unit made of HOI2/DH PARA/MAR/MTN - so they're Paratrooper/Marine/Mountaineer hybrids, with the modifiers and abilities to match - good at shore attacks, paradroops, and in all enviroments.
                    - This also means I am rolling in ALL the neat bonuses that these units had into Scouts.
                - Should be THE best unit when it comes to terrain modifiers - they're THE elite, after all. Other units might have an advantage in relation, when compared, but overall Scouts should be the best.
                - Right now (FODD 2.4.1.1), PARA/Scouts in FODD are too equal to CAV/Ghouls and MTN/Mutants, these three units practically share the same modifiers. This is bad, every type of unit should be unique and distinctive, and while these three have different stats, they had almost all the same modifiers - granted, PARA was better in a few regards, but not much, really. This was changed.
                - A lot of these stats will look like debuffs compared to the old ones (and they are), but in practice, everyone and almost everything got harsher modifier penalties across the board, so in practice, PARA is still getting buffed.
                
                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -65, ATT_SNOW    -20, ATT_FROZEN    -10, ATT_RAIN -10, ATT_STORM -50, ATT_MUDDY    -5, ATT_NIGHT -60, ATT_PLAIN 0, ATT_DESERT -50, ATT_MOUNTAIN -20, ATT_HILL -5, ATT_FOREST -15, ATT_JUNGLE -60, ATT_SWAMP -45, ATT_URBAN    -10, ATT_RIVER -10, ATT_SHORE -20, ATT_FORT    -20

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -50, ATT_SNOW    -40, ATT_FROZEN    -10, ATT_RAIN 0, ATT_STORM -20, ATT_MUDDY -50, ATT_NIGHT- 50, ATT_PLAIN    0, ATT_DESERT -10, ATT_MOUNTAIN    -30, ATT_HILL- 10, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -10, ATT_URBAN -5, ATT_RIVER -20, ATT_SHORE -20, ATT_FORT    -10
                        

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -80, DEF_SNOW    -30, DEF_FROZEN    -15, DEF_RAIN -10, DEF_STORM -50, DEF_MUDDY    0, DEF_NIGHT -85, DEF_PLAIN 5, DEF_DESERT -59, DEF_MOUNTAIN    -15, DEF_HILL 10, DEF_FOREST -2, DEF_JUNGLE    -46, DEF_SWAMP -35, DEF_URBAN 3

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -28, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -28, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN 30, DEF_HILL    10, DEF_FOREST 15, DEF_JUNGLE 40, DEF_SWAMP    25, DEF_URBAN 38
                        

                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -25, MOV_MUDDY -65, MOV_NIGHT -60, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -10, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -25, MOV_SWAMP -15, MOV_URBAN    5 

                    Was:
                        MOV_CLEAR    0, MOV_BLIZZARD    -60, MOV_SNOW -25, MOV_FROZEN -50, MOV_RAIN    -5, MOV_STORM -15, MOV_MUDDY -40, MOV_NIGHT    -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP    -28, MOV_URBAN 10    


            MAR/Human Irregulars:

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -75, ATT_SNOW    -30, ATT_FROZEN    -20, ATT_RAIN -15, ATT_STORM -55, ATT_MUDDY    -15, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -30, ATT_MOUNTAIN -30, ATT_HILL    -15, ATT_FOREST    -15, ATT_JUNGLE    -40, ATT_SWAMP -30, ATT_URBAN -15, ATT_RIVER -25, ATT_SHORE    -50, ATT_FORT -30

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -60, ATT_SNOW    -50, ATT_FROZEN    -40, ATT_RAIN -5, ATT_STORM    -30, ATT_MUDDY -65, ATT_NIGHT -70, ATT_PLAIN 0, ATT_DESERT -30, ATT_MOUNTAIN -40, ATT_HILL -15, ATT_FOREST 0, ATT_JUNGLE -10, ATT_SWAMP    -15, ATT_URBAN -15, ATT_RIVER -40, ATT_SHORE -40, ATT_FORT -10
                        

                    
                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -35, DEF_FROZEN    -25, DEF_RAIN -15, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN    5, DEF_DESERT -41, DEF_MOUNTAIN    -15, DEF_HILL 10, DEF_FOREST 10, DEF_JUNGLE    -16, DEF_SWAMP -9, DEF_URBAN 10

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN 30, DEF_HILL    10, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP    25, DEF_URBAN 33
                        
                    

                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -12, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -30, MOV_SWAMP -20, MOV_URBAN    5

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 10
                        

            MTN/Super Mutants

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -65, ATT_SNOW    -20, ATT_FROZEN    -15, ATT_RAIN -10, ATT_STORM -50, ATT_MUDDY    -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -50, ATT_MOUNTAIN -20, ATT_HILL    -10, ATT_FOREST    -15, ATT_JUNGLE    -60, ATT_SWAMP -50, ATT_URBAN -20, ATT_RIVER -15, ATT_SHORE    -50, ATT_FORT -15

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -50, ATT_SNOW    -40, ATT_FROZEN    -10, ATT_RAIN 0, ATT_STORM -20, ATT_MUDDY -50, ATT_NIGHT -70, ATT_PLAIN    0, ATT_DESERT -10, ATT_MOUNTAIN    -30, ATT_HILL -10, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -10, ATT_URBAN -10, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10


                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -80, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -15, DEF_STORM -55, DEF_MUDDY    0, DEF_NIGHT -85, DEF_PLAIN 5, DEF_DESERT -60, DEF_MOUNTAIN    -15, DEF_HILL 9, DEF_FOREST    -7, DEF_JUNGLE -51, DEF_SWAMP -40, DEF_URBAN 2

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -28, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN    0, DEF_STORM -10, DEF_MUDDY    20, DEF_NIGHT -28, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN    30, DEF_HILL 10, DEF_FOREST    10, DEF_JUNGLE    40, DEF_SWAMP 25, DEF_URBAN    33
                        

                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -12, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -30, MOV_SWAMP -20, MOV_URBAN    5

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN -5, MOV_STORM    -15, MOV_MUDDY -40, MOV_NIGHT -10, MOV_PLAIN 0, MOV_DESERT -25, MOV_MOUNTAIN -25, MOV_HILL -10, MOV_FOREST -10, MOV_JUNGLE -28, MOV_SWAMP -28, MOV_URBAN 10        

            GAR/Garrison
                - Same as DH Full Garrison.
                - ATTACK Modifiers:

                    ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -20, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -70, ATT_MOUNTAIN -40, ATT_HILL    -20, ATT_FOREST    -25, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -20
                    

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -25, ATT_MOUNTAIN -50, ATT_HILL    -25, ATT_FOREST    -10, ATT_JUNGLE    -15, ATT_SWAMP -25, ATT_URBAN -25, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10

                - DEFENSE Modifiers:

                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -20, DEF_HILL 4, DEF_FOREST    -7, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2
                
                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -10, DEF_MOUNTAIN    25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP    20, DEF_URBAN 33
                        

                - MOVEMENT Modifiers:

                    MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW    -20, MOV_FROZEN    -15, MOV_RAIN -20, MOV_STORM -40, MOV_MUDDY    -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -20, MOV_HILL    -10, MOV_FOREST    -15, MOV_JUNGLE    -35, MOV_SWAMP -25, MOV_URBAN -5
                
                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -33, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN 10


            HQ/HQ: 
                - Same as DH Full HQ.
                - ATTACK Modifiers:

                    ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -20, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -70, ATT_MOUNTAIN -50, ATT_HILL    -20, ATT_FOREST    -30, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -80, ATT_FORT -20

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -20, ATT_MOUNTAIN -50, ATT_HILL    -25, ATT_FOREST    -10, ATT_JUNGLE    -33, ATT_SWAMP -33, ATT_URBAN -25, ATT_RIVER -50, ATT_SHORE    -50, ATT_FORT -10

                - DEFENSE Modifiers:

                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -25, DEF_HILL 4, DEF_FOREST    -9, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN 5, DEF_DESERT -5, DEF_MOUNTAIN 25, DEF_HILL    5, DEF_FOREST 10, DEF_JUNGLE 40, DEF_SWAMP 20, DEF_URBAN 33

                - MOVEMENT Modifiers:

                    MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW    -20, MOV_FROZEN    -15, MOV_RAIN -20, MOV_STORM -40, MOV_MUDDY    -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -20, MOV_HILL    -10, MOV_FOREST    -15, MOV_JUNGLE    -35, MOV_SWAMP -25, MOV_URBAN -5
                    
                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -30, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN 10


            MIL/Mercenaries:
                - Mercenaries had -15 ATT_PLAIN and -10 DEF_PLAIN, making them weaker on plains than everyone else. This was a mistake transposed from DH Full MIL when we transposed the old Modifier file to 1.03, and turns out this was massively nerfing any sort of merc unit without me knowing, weakening who knows how many nations (and Marauders for sure). Fixed henceforth. Expect stronger marauders in plains.
                - Same as DH INF, just like FODD INF now.
                - For now, will change in the future when I split the two types of Mercenary into their own units. Then, Scum Mercs will have modifiers similar or comparable to that of Irregulars, and normal Mercenaries as a new unit will be comparable to Regulars in modifiers.

                - ATTACK Modifiers:

                    ATT_CLEAR 0, ATT_BLIZZARD -85, ATT_SNOW    -40, ATT_FROZEN    -25, ATT_RAIN -20, ATT_STORM -65, ATT_MUDDY    -20, ATT_NIGHT -90, ATT_PLAIN 0, ATT_DESERT    -70, ATT_MOUNTAIN -40, ATT_HILL    -20, ATT_FOREST    -25, ATT_JUNGLE    -70, ATT_SWAMP -60, ATT_URBAN -30, ATT_RIVER -30, ATT_SHORE    -60, ATT_FORT -30

                    Was: 
                        ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -60, ATT_FROZEN    -50, ATT_RAIN -10, ATT_STORM -40, ATT_MUDDY    -75, ATT_NIGHT -80, ATT_PLAIN -15, ATT_DESERT -30, ATT_MOUNTAIN    -50, ATT_HILL -25, ATT_FOREST -10, ATT_JUNGLE -15, ATT_SWAMP -25, ATT_URBAN    -25, ATT_RIVER -50, ATT_SHORE -50, ATT_FORT    -10
                        

                - DEFENSE Modifiers:

                    DEF_CLEAR 0, DEF_BLIZZARD -85, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN -20, DEF_STORM -65, DEF_MUDDY    0, DEF_NIGHT -90, DEF_PLAIN 5, DEF_DESERT -65, DEF_MOUNTAIN    -20, DEF_HILL 4, DEF_FOREST    -7, DEF_JUNGLE -58, DEF_SWAMP -48, DEF_URBAN -2

                    Was:
                        DEF_CLEAR 0, DEF_BLIZZARD -33, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    -10, DEF_MUDDY 20, DEF_NIGHT -33, DEF_PLAIN -10, DEF_DESERT    -10, DEF_MOUNTAIN 25, DEF_HILL 5, DEF_FOREST 10, DEF_JUNGLE    40, DEF_SWAMP 20, DEF_URBAN    33
                        

                - MOVEMENT Modifiers:

                    MOV_CLEAR 0, MOV_BLIZZARD -90, MOV_SNOW    -20, MOV_FROZEN    -15, MOV_RAIN -20, MOV_STORM -40, MOV_MUDDY    -70, MOV_NIGHT -70, MOV_PLAIN 0, MOV_DESERT    -25, MOV_MOUNTAIN -20, MOV_HILL    -10, MOV_FOREST    -15, MOV_JUNGLE    -35, MOV_SWAMP -25, MOV_URBAN -5

                    Was:
                        MOV_CLEAR 0, MOV_BLIZZARD -70, MOV_SNOW    -35, MOV_FROZEN    -60, MOV_RAIN -10, MOV_STORM -25, MOV_MUDDY    -50, MOV_NIGHT -15, MOV_PLAIN 0, MOV_DESERT    -33, MOV_MOUNTAIN -33, MOV_HILL    -15, MOV_FOREST    -15, MOV_JUNGLE    -33, MOV_SWAMP -33, MOV_URBAN 10

            d_rsv_33/Power Armor:

                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -75, ATT_SNOW    -30, ATT_FROZEN    -15, ATT_RAIN -10, ATT_STORM -55, ATT_MUDDY    -10, ATT_NIGHT -80, ATT_PLAIN 0, ATT_DESERT    -60, ATT_MOUNTAIN -30, ATT_HILL    -10, ATT_FOREST    -15, ATT_JUNGLE    -60, ATT_SWAMP -50, ATT_URBAN -20, ATT_RIVER -20, ATT_SHORE    -50, ATT_FORT -10

                    Was:
                        ATT_CLEAR 0, ATT_BLIZZARD -60, ATT_SNOW    -50, ATT_FROZEN    -40, ATT_RAIN 0, ATT_STORM -30, ATT_MUDDY -65, ATT_NIGHT -70, ATT_PLAIN    0, ATT_DESERT -20, ATT_MOUNTAIN    -40, ATT_HILL -15, ATT_FOREST 0, ATT_JUNGLE    -5, ATT_SWAMP -15, ATT_URBAN -15, ATT_RIVER    -40, ATT_SHORE -40, ATT_FORT -10
                    

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -75, DEF_SNOW    -40, DEF_FROZEN    -25, DEF_RAIN 0, DEF_STORM -55, DEF_MUDDY 0, DEF_NIGHT -80, DEF_PLAIN 5, DEF_DESERT    -55, DEF_MOUNTAIN -15, DEF_HILL    9, DEF_FOREST -2, DEF_JUNGLE -58, DEF_SWAMP    -48, DEF_URBAN 6

                        Was:
                            DEF_CLEAR 0, DEF_BLIZZARD -23, DEF_SNOW    0, DEF_FROZEN 20, DEF_RAIN 0, DEF_STORM    0, DEF_MUDDY 20, DEF_NIGHT -23, DEF_PLAIN 5, DEF_DESERT    0, DEF_MOUNTAIN    30, DEF_HILL 10, DEF_FOREST    15, DEF_JUNGLE 40, DEF_SWAMP 20, DEF_URBAN 40
                            

                - MOVEMENT Modifiers:

                    MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -20, MOV_FROZEN    -5, MOV_RAIN -10, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -60, MOV_PLAIN 5, MOV_DESERT -12, MOV_MOUNTAIN -10, MOV_HILL 0, MOV_FOREST -5, MOV_JUNGLE    -25, MOV_SWAMP -15, MOV_URBAN 0

                        Was:
                            MOV_CLEAR 0, MOV_BLIZZARD -60, MOV_SNOW    -25, MOV_FROZEN    -50, MOV_RAIN 0, MOV_STORM -15, MOV_MUDDY -40, MOV_NIGHT -5, MOV_PLAIN 5, MOV_DESERT -20, MOV_MOUNTAIN -23, MOV_HILL -5, MOV_FOREST    -5, MOV_JUNGLE -23, MOV_SWAMP -23, MOV_URBAN 0

            d_rsv_34 and d_rsv_35/Wanamingos and Evolved Wanamingos:
                - Literally 0 in everything. Now has actual modifiers, using Irregulars as base but with extra factors.
                - No Night penalties (Wanamingos don't even have eyes)
                - Bonuses on mountains and hills
                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -40, ATT_SNOW    -30, ATT_FROZEN    -20, ATT_RAIN -15, ATT_STORM -30, ATT_MUDDY    0, ATT_NIGHT 0, ATT_PLAIN 0, ATT_DESERT    -30, ATT_MOUNTAIN 0, ATT_HILL -15, ATT_FOREST 0, ATT_JUNGLE    -20, ATT_SWAMP -15, ATT_URBAN 0, ATT_RIVER -25, ATT_SHORE -50, ATT_FORT    -10. Was literally 0 to all those,  before.

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -65, DEF_SNOW -35, DEF_FROZEN -25, DEF_RAIN -15, DEF_STORM -55, DEF_MUDDY 0, DEF_NIGHT 0, DEF_PLAIN 5, DEF_DESERT    -41, DEF_MOUNTAIN 0, DEF_HILL 10, DEF_FOREST 15, DEF_JUNGLE    -6, DEF_SWAMP 4, DEF_URBAN 15. Was literally 0 to all those,  before.

                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -20, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -20, MOV_MUDDY -55, MOV_NIGHT 0, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN 3, MOV_HILL -5, MOV_FOREST -10, MOV_JUNGLE -20, MOV_SWAMP -15, MOV_URBAN 10. Was literally 0 to all those,  before.            

            Spiders/d_rsv_36:
                - ATTACK Modifiers:
                    ATT_CLEAR 0, ATT_BLIZZARD -70, ATT_SNOW    -25, ATT_FROZEN    -20, ATT_RAIN -10, ATT_STORM -50, ATT_MUDDY    -15, ATT_NIGHT -75, ATT_PLAIN 0, ATT_DESERT    -25, ATT_MOUNTAIN -20, ATT_HILL    -10, ATT_FOREST    -8, ATT_JUNGLE -30, ATT_SWAMP -23, ATT_URBAN -5, ATT_RIVER -25, ATT_SHORE    -50, ATT_FORT -20

                - DEFENSE Modifiers:
                    DEF_CLEAR 0, DEF_BLIZZARD -70, DEF_SNOW    -25, DEF_FROZEN    -10, DEF_RAIN -10, DEF_STORM -50, DEF_MUDDY    0, DEF_NIGHT -37, DEF_PLAIN    5, DEF_DESERT -12, DEF_MOUNTAIN    -10, DEF_HILL 10, DEF_FOREST 10, DEF_JUNGLE    -15, DEF_SWAMP -9, DEF_URBAN 15

                - MOVEMENT Modifiers:
                    MOV_CLEAR 0, MOV_BLIZZARD -80, MOV_SNOW    -10, MOV_FROZEN    -5, MOV_RAIN -15, MOV_STORM    -30, MOV_MUDDY -60, MOV_NIGHT -65, MOV_PLAIN 0, MOV_DESERT -17, MOV_MOUNTAIN -7, MOV_HILL -5, MOV_FOREST 0, MOV_JUNGLE -20, MOV_SWAMP -10, MOV_URBAN    15


        brigades:

            Changed stats in the following files to bring them in-line with the Combat fix:

                - anti_air.txt: 
                    - No longer increases or decreases Defensive or Offensive Vulnerability (defensiveness/toughness), as it does not fit the new model of combat.
                    - However, they do decrease airdefence still - because putting up loads of lead in the air IS a form of airdefence (like how flakguns work).
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete model

                - anti_tank.txt:
                    - All attachments no longer have -defensiveness and -toughness stats. In short, having anti-tank weapons no longer make your units have less Defensive/Offensive Vulnerability and therefore take less damage faster.        
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 

                - armored_car.txt:
                    - New defensive stats:
                            defensiveness     = 9 
                            toughness         = 10 
                            airdefence         = 4 
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
                            
                
                - artillery.txt:
                    - Increased numbers of Robo-Artillery units. From 10 to 25.
                    - Artilley models no longer decrease defensive and offensive vulnerability. Rather, because they result in more men being added to the unit, they increase them.
                    - Model changes:
                        - Apocalyptic Heavy Company (art-1)
                            defensiveness                    = 9 # was -8
                            toughness                        = 10 # was -5
                            airdefence                         = 4 # was 0
                        - 40mm Mortar Company (art-2)    
                            defensiveness                    = 9 # was -10
                            toughness                        = 10 # was -7
                            airdefence                         = 4 # was 0
                        - 60mm Mortar Company (art-3)
                            defensiveness                    = 9 # was -12
                            toughness                        = 10 # was -9
                            airdefence                         = 4
                        - 80mm Mortar Company (art-4)
                            defensiveness                    = 9 # was -14
                            toughness                        = 10 # was -11
                            airdefence                         = 4
                        - 120mm Mortar Company (art-5)    
                            defensiveness                     = 13 # was -16
                            toughness                         = 15 # was -13 
                            airdefence                         = 5 
                        - 75mm Howitzer Company (art-6)
                            defensiveness                     = 17 # was -18
                            toughness                         = 20 # was -15 
                            airdefence                         = 7    
                        Robo Light Mortars (art-8)
                            defensiveness                    = 10 # was -7
                            toughness                        = 10 # was -7
                            airdefence                         = 4
                        Robo Heavy Mortars (art-9)
                            defensiveness                    = 10 # was -10
                            toughness                        = 10 # was -10
                            airdefence                         = 4
                        Robo Field Howitzers (art-10)
                            defensiveness                    = 10 # was -20
                            toughness                        = 10 # was -20
                            airdefence                         = 4            
                    - New upgrade and reinforcement stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models         

                - b_rsv_36.txt:
                    - No longer have any defensive bonuses. Not even airdefence, in order to set them apart from machineguns.
                    - New upgrade and reinforcement stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     
                    - Energy Weapon equipment numbers now 25 (was 40), to correspond correctly with the numbers used by other weapons-only attachments.        

                cavalry_brigade.txt:
                    - Finally functional, thanks to Arcangelus!
                    - Removed defensiveness and toughness penalties. They do not add more men, only 100 horses, giving us a unit fully mounted on horses.
                        
                - engineer.txt:
                    - Engineer Brigades no longer decrease defensive vulnerability, however they still retain the Air Vulnerability decrease.
                    - Model Changes:
                        - Apocalyptic Engineers (Eng-1)
                            defensiveness                    =  9 # was -8
                            toughness                         =  10
                        - Improved Engineers (Eng-3)
                            defensiveness                    =  9 # was -12
                            toughness                         =  10
                        - Assault Engineers (Eng-3)
                            defensiveness                    = 17 # was -16
                            toughness                        = 20 # was -8
                        - Rat Scouts (Eng-5)
                            - No longer gets -4 defensiveness/Defensive Vulnerability and toughness/Offensive Vulnerability. However, while they lose the bonus, they don't gain vulnerability either, because rat dig-hide, yes-yes?
                            - Rat Scouts now properly tracked as "beasts" instead of manpower - they're not men.
                        - Robo Engineers (Eng-7)
                            defensiveness                    = 4 # was -5
                            toughness                        = 4 # was -5    
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 

                - heavy_armor.txt:
                    - Model Changes:
                        MG Buggies:
                            defensiveness                =  9 # was -5
                            toughness                    = 10 # was -10
                            airdefence                     =  4 
                        Missile Buggies:
                            defensiveness                =  9 # was -10
                            toughness                    = 10 # was -15
                            airdefence                     =  4     
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     

                - light_armor_brigade.txt:
                    - Stat changes per model:
                        - Waste Cavalry:
                            defensiveness                     =  -2
                            toughness                        =  -2
                            airdefence                         =  -1
                            equipment = { manpower = 25 horses = 70 } # Increased horse numbers to account for the fact an entire division will mount horses. Plus a few spares because bringing spare horses for extra speed is a thing.
                        - Pick-ups:
                            maxspeed                        =  9 # was 3
                            defensiveness                    = -3 # was -5
                            toughness                        = -4 # was -5
                            airdefence                         = -1
                            fuelconsumption                    =  3.6 # was 1.2
                        - Armed Pick-ups:
                            maxspeed                        =  9 # was 3
                            defensiveness                    = -3 # was-5
                            toughness                        = -4 # was -10
                            airdefence                         = -1    
                            fuelconsumption                    = 5.4 # was 1.8
                        - Trucks:
                            maxspeed                        =  12 # was 4 
                            defensiveness                    = -3 # was -5
                            toughness                        = -4 # was -5
                            airdefence                         = -1        
                            fuelconsumption                    =  4.8 # was 1.2
                        - Man Portable Flight Packs:
                            maxspeed                        =  15 # was 5. gave this an extra bonus because its such an obscure
                            fuelconsumption                    = 12 # was 0.8        
                    - New upgrade and reinforcement stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 
                        

                - police.txt:
                    - New defensive stats:
                        - Rangers, Guards and Mutant Police models:
                            defensiveness     = 9 
                            toughness         = 10 
                            airdefence         = 4 
                        - Robo-Police models:
                            defensiveness     = 4
                            toughness         = 4
                            airdefence         = 2
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 

                - rocket_artillery.txt:
                    - Beasts now give vulnerabilities due to more units on battlefield. However, dogs have a -50% bonus due to their smaller size, Robo-Dogs use robot stats as a base plus -50% dog bonus, Rat Swarms are immune for their own reasons, while Floaters and Centaurs and Deathclaws have vulnerabilities increase (Wild Deathclaws get +10 because they're wild), but they are such dangerous creatures that the numbers are smaller.
                    Model changes:
                        Wild Dogs and Trained dogs:
                            defensiveness                     = 4
                            toughness                         = 5
                            airdefence                         = 1
                            equipment = { floatplane = 25 } # Beasts
                        Rat Swarms:
                            - No longer have their defensiveness and toughness bonuses (-5 both). However, due to rats being underground creatures that like to hide, they cause gain no defensive penalties either - they won't be present in the open field for most of the battle.
                            equipment = { floatplane = 100 } # Beasts. Rats are numerous
                        Robo-Dogs:
                            defensiveness                    = 3 # was -5. Based on robot stats
                            toughness                        = 3 # was -5. Based on robot stats
                            airdefence                         = 1    
                            equipment = { floatplane = 25 } # Beasts
                        Centaurs + Floaters:
                            defensiveness                    =  3 # was -5
                            toughness                        =  3 # was -10
                            airdefence                         =  1    
                        Wild deathclaws:
                            defensiveness                    =  10 # due to being wild and pretty much uncontrolled
                            toughness                        =  4 # was -10
                            airdefence                         =  1    
                        Trained deathclaws:
                            defensiveness                    =  3 # was 0
                            toughness                        =  4 # was -15
                            airdefence                         =  1        
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models         
                    

                -sp_artillery.txt:
                    - Model changes:
                        - Elite Guard and Imp. Elite Guard:
                            defensiveness         = 17
                            toughness             = 20
                            airdefence            = 7
                        - Adv. Elite Guard:
                            defensiveness         = 25 # was -5
                            toughness             = 30 # was -5
                            airdefence            = 10 # was -1. was -10
                        - Steel Guardians:
                            defensiveness         = 4 # was -20
                            toughness             = 4 # was -20
                            airdefence            = 2 # was -1. was -10        
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models 

                - sp_rct_artillery.txt:
                    - Shamans:
                        - Shamans don't get the defensiveness/toughness penalties from being 75 men, because they can read the omens of fate and therefore avoid heavy combat as needed.
                        - Shamans now have -2 airdefense (was -20)
                    - Chi Masters:
                        - Chi Masters now get vulnerability penalties from their numbers (50 men), however their use of ki compensates for it and their old bonus diminishes the penalty.
                        defensiveness                =  12 # was -5
                        toughness                    =  15 # was -5
                        airdefense                     =  2    
                    - Ghoul Snipers:
                        defensiveness                =  -6 # was -15. The penalty for more men - old bonus. Ghouls defense advantage
                        toughness                     =  10 (ghouls suck at the offensive)
                        airdefence                     =  -2 (ghoul caution, perception and luck help avoid air attacks        
                    - Advanced Cyborgs: 
                        defensiveness            =  -13 # was -20
                        toughness                =  -13 # was -20
                        airdefence                =  -5  # Was -2 .Was -20    
                    - Nightkin: 
                        - Retains defensiveness bonuses in order to despict the fact they are invisible
                        - fuelconsumption =  5 # was 0.5. Needs constant batteries to keep invisible
                        - now has -2 airdefense (was -20). Can't bomb what you can't see.        
                    - Omega Company:
                        defensiveness                =  -4 # was -30
                        #toughness                    = -30 - no more toughness because the penalty was cancelled by the old bonus
                        airdefence                    =  -2 # was -5. Was -50
                    - Hero Companions:
                        defensiveness                =  19 # was -25
                        toughness                    =  25 # was -25
                        airdefence                    =  5.6 # was-2. Was -20
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     

                - super_heavy_armor.txt:
                    - Now has equipment = { medium_armor = 1 }. Its that strong.
                    - No longer has -defensiveness and -toughness bonuses, but unlike most battalions with such firepower, it gives no defensiveness or toughness penalties either. 
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models     

                -tank_destroyer.txt:
                    - Stat changes to all units minus Fighting Plants:
                        defensiveness                    =  -5 # was -20
                        airdefence                        =  -2 # Was -3. Was -30
                        equipment                        = { manpower = 25 equipment = 5 }
                    - Fighting Plants lost defensiveness bonus, but take no penalties either.
                    - Fighting Plants now tracked in casualties as beasts. Yes, I know they are plants, but "Beasts" in the closest thing I could find.    
                    - New upgrade stats:
                        upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models             
    
        divisions:
            - Added upgrade_time_boost stat to all divisions. For the moment, upgrade_time_boost = no for all units. Why? Because Fallout that's why. People should't be going around with top-gen homogenous armies. Plus, between the current decrease in the previous stats and sliders, there are enough upgrade bonuses already. Subject to change.    
            - Human Regular/Ghoul difference in offensive and deffensive (represented by humans having +toughness and ghoul equivalents having +defensiveness) are now going to be handled by terrain modifiers, because it doesn't make sense with the new "Diminishing Returns" model of Defensive/Offensive Vulnerability.    
            - Vehicles now have 2x to x3 more speed and around double-triple their old fuel consumption. Vehicles will be far more useful and blitz-capable now. They will also guzzle more fuel, This will also make energy cells more precious and require the use of energy to make more, and I'm all for more resource scarcity.
            - All speed_caps by brigade LIFTED. No brigade will speed cap any unit. Now that most land units can have two brigades, GO WILD and tell me what combinations you guys did. I will probably re-add brigade speedcaps not on the unit models themselves, but on the brigades in the future, which allows me to speedcap any brigade, rather than the old obsolete speedcap model. But go nuts first and I will see what is reasonable and what is not later.

        
            Changed stats in the following files to bring them in-line with the Combat fix:
                - armor.txt
                - battlecruiser.txt
                - battleship.txt
                - bergjaeger
                - carrier.txt
                - cas.txt
                - cavalry.txt
                - destroyer.txt
                - d_rsv_33.txt
                - d_rsv_34.txt
                - garrison.txt
                - heavy_cruiser.txt
                - hq.txt
                - infantry.txt
                - interceptor.txt
                - light_armor.txt
                - light_cruiser.txt
                - marine.txt
                - machanized.txt
                - militia
                - motorized.txt
                - multi_role.txt
                - nuclear_submarine.txt
                - paratrooper.txt
                - strategic_bomber.txt
                - submarine.txt:
                - tactical_bomber.txt
                - transport.txt
                - transport_plane.txt

            - armor.txt:
                - Equipment number is now 5 tankbots. It makes zero sense for it to be 32, its too many compared to the other tank units.
                - Model 4 (Superior Tankbots) and Model 6 (Heavy Tankbots) speed increased to match Fast Tankbots. Before, Fast Tankbots had 9 speed, and the next two models 6. This makes no sense. Now they all have the same speed. Will change back if its intended.
                - maxspeed of all but the first two models of tankbot doubled: Now 4/4/10/12/18/18/18. Was 4/4/5/6/9/6/6. Note that the first two models did not have their speeds altered - the intent of their creator was clearly for them to be as slow as Robot Infantry and Large Walking Robots, pretty much large labour machines used in battle. The first tankbot model is the one that is finally meant to be a weapon of war, the first "real" tankbot.
                - Fuel comsumption increases, Was 1/1.20/1.60/2/2.40/2.60/3.00. These amounts are too low, even compared to the original values most armored units in the mod had. New values are:
                    - Loader Robots - 1: 1 (unchanged)
                    - Armed Loader Robots - 2: 1.20 (unchanged)
                    - Tankbots - 3: 8 (x5)
                    - Armed Tankbots - 4: 10 (x5)
                    - Fast Tankbots - 5: 12 (x5)  
                    - Superior Tankbots - 6: 13 (x5)
                    - Heavy Tankbots - 7: 15 (x5)
                    - Note: The first models did not gain speed bonuses, therefore they remain being slow and do not spend many fusion cells. Like I said earlier, not real tankbots.
                - New default defensive stats across all models:
                    defensiveness             = 20
                    toughness                = 20
                    airdefence                = 8
                - New no_fuel_combat_mod, upgrade and reinforcement stats:
                    no_fuel_combat_mod         = -0.4 # Unable to fight properly without fuel, heaviest tank type
                    reinforce_cost             = 0.75            
                    reinforce_time            = 0.60    
                    - The first two models have a no_fuel_combat_mod = -0.2. This is because they are not true tankbots yet.

            - battlecruiser.txt:
                - seadefence and airdefense model changes:
                    seadefence: 21/19/17/16/13 (was 4/6/8/9/12)
                    airdefence: 9/8/6/5/4 (was 3/4/6/7/8)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models        

            - battleship.txt:
                - seadefence and airdefense model changes:
                    seadefence: 5/1 (was 20/24)
                    airdefence: 4/3 (was 8/9)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models            

            - bergsjaeger.txt:
                - Super Mutants can now use three brigades, instead of two. This is probably going to be ridiculously broken, enjoy before the nerf. Get me some feedback later on.
                - The morale progression of Super Mutant models is bugged: 40-45-60-50-55-60. There's a strange rise to 60 morale for the Improved Battalion, but it falls in the Advanced Battalion model and only returns to 60 in the last model. Changed models to be 40-45-50-55-55-60, which makes far more sense.
                - New default defensive stats across all models:
                    defensiveness             = 40
                    toughness                = 35
                    airdefence                = 14
                    - Super Mutants have inverted defensive stats because if someone should be better on attack than defense, its the SUPER Mutants. 
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.33        
                    reinforce_time            = 0.45
                    
            - cavalry.txt:
                - defaultorganisation: Was 35-55-65-65-70 in the model sequence. Aside from the first model, Ghouls are clearly meant to have more organization than Regulars. So I've changed it to 35-55-65-75-80.
                - New default defensive stats across all models:
                    defensiveness             = 35
                    toughness                = 40
                    airdefence                = 14
                - Note: Difference between Ghouls and Human regulars on the offensive and defensive will no longer be despicted on models, because the new defense model does not portray it properly. Instead, modifiers shall do it. Ghouls and Regulars have the same numbers, this is why they have the same defensive stats.    
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.33        
                    reinforce_time            = 0.45
                
            - carrier.txt:
                - seadefence and airdefense model changes:
                    seadefence: 11 (was 14)
                    airdefence: 8 (was 4)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models            

            - cas.txt:    
                - Attack Helicopters units now have a quantity of 5 helicopters and 10 manpower. This is more logical for post-apoc.
                - surfacedefense and airdefense model changes:
                    surfacedefence: 20/19/18 (was 2/3/4)
                    airdefence: 10/8/6 (was 12/14/16)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.50        
                    reinforce_time                    = 0.60
                    upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models

                
            - d_rsv_33.txt:
                - softattack of Ghoul and Human PA lowered from 32 to 24 due to new scheme of PA balancing involving planned PA models and new model dictating how defensive stats work. Also, it will likely be compensated by the extra brigade.
                - Power Armor units now use only 3 manpower and only have 75 men. This is partly due to the new combat changes, and partly to make them more elite and encourage low-manpower industrial warfare. Subject to changes in the future.
                - Now properly includes Power Armor equipment. Now these suits show up in casualties.
                - Now able to use 3 brigades (before could only use 2), same for Super Mutants. Will probably be cheesy as all hell. Go nuts, tell me what combinations you guys make.
                - New defensive stats:
                    - Powered Marines:
                        defensiveness     = 30 
                        toughness         = 25 
                        airdefense         = 12
                    - Powered Ghoul Marines:    
                        defensiveness     = 25
                        toughness         = 30 
                        airdefense         = 10
                    - Human Powered Armor units are superior on the offensive, while ghouls are better on the defensive, as they were before.
                - Both human and ghoul Power Armor models now spend 4 fuel. The ghoul model only spent 1 for some reason.        
                - Upgrade and reinforcement stats:
                    reinforce_cost                 = 0.75            
                    reinforce_time                = 0.60    
                    upgrade_time_boost             = no # Do not reduce upgrade time on obsolete models        
                - Softness of both models is now 45, both to make them stronger and allow the use of the Combined Arms Modifier.


            - d_rsv_34.txt:    
                - Wannamingos/Aliens now show up as Beast equipment in casualty tracker. Each division has 25 Wannamingos - they really don't need many to kill you, they're that dangerous.
                - The vulnerabilities are also meant to be low, to make them more powerful and dangerous.
                - New defensive stats for Wannamingos:
                    defensiveness     = 9  
                    toughness         = 9 
                    airdefense         = 3 
                - New upgrade and reinforcement stats:
                    upgrade_cost_factor     = 2 # Was 1
                    upgrade_time_factor     = 2 # Was 1
                    reinforce_cost             = 0.33    
                    reinforce_time            = 0.45
                    upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models

            - d_rsv_35.txt:    
                - Evolved Wanamingos are the old stronger Wanamingo units. They're now in a different division as their normal wanamingo cousins and their wanamingo cousins evolve to Evolved forms, but this is different from normal units - they can only be evolved to, not built. These units represent the Wanamingos growing stronger and evolving as they get older and obtain more mutations, and put their enemies on a clock.
                - Evolved Wannamingos/Aliens now show up as Beast equipment in casualty tracker. Each division has 25 Wannamingos - they really don't need many to kill you, they're that dangerous.
                - The vulnerabilities are also meant to be low, to make them more powerful and dangerous.
                - New defensive stats for Evolved Wannamingos:
                    defensiveness     = 9  
                    toughness         = 9 
                    airdefense         = 3 
                - New upgrade and reinforcement stats:
                    upgrade_cost_factor     = 2 # Was 1
                    upgrade_time_factor     = 2 # Was 1
                    reinforce_cost             = 0.33    
                    reinforce_time            = 0.45
                    upgrade_time_boost         = no     # Do not reduce upgrade time on obsolete models

            - d_rsv_36.txt:    
                - New default defensive stats for Spiders:
                    defensiveness             = 9
                    toughness                = 9
                    airdefence                = 3
                - Spiders losses are now tracked with the new "Beasts" equipment and no longer as "manpower", because obviously Spiders aren't men (unless they are fielding Driders?).     Almost did the same for Rad-Zombies but I think its more tragic if they get counted as manpower.

            - destroyers.txt:
                - seadefence and airdefense model changes:
                    seadefence: 24/23/22 (was 1/2/3)
                    airdefence: 11/10/10 (was 1/2/2)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
                        

            - garrison.txt:
                - Garrisons can now use two brigades rather than one. 
                - Advanced Garrison (Gar-3) had 160 personnel instead of the proper 100. Fixed.    
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.15    
                    reinforce_time            = 0.75
                    - Garrisons are cheap to reinforce, but take longer than line infantry.
                - New default defensive stats across all human garrison:
                    defensiveness             = 35
                    toughness                = 40
                    airdefence                = 14
                - New default defensive stats for robot garrisons (robots always have matching defensive stats):
                    defensiveness             = 35
                    toughness                = 35
                    airdefence                = 14    
                - Robot Garrisons:
                    no_supplies_combat_mod  = -0.1 # Need less supplies than humans due to being a robot.
                    no_fuel_combat_mod         = -0.2 # Robots need energy and energy cells
                    This is because robots are, like vehicles energy-dependant units who need some source of energy to work with, such as fusion cells and batteries. Normally for units devoid of fuel and supplies, the penalty is reversed (-0.2 or -20% for no supplies and -0.1 or -10% for fuel). For robots, its inverse because robots don't need to eat and drink, but they need electricity to function. Without energy cell supply, they need to enter energy conservation mode, and that translates to weaker energy weapons and less energy for sensors and such.

            - heavy_cruiser.txt:
                - airdefence progression went 8/7. Is now 8/9 before new model application (caught an old mistake from at least as back as 2.0)
                - seadefence and airdefense model changes:
                    seadefence: 13/9 (was 12/16)
                    airdefence: 4/3 (was 8/9)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models

            - hq.txt:
                - hq divisions can now use police brigades. I have no idea why this was not the case before.
                - Robo Command units now have 25 robots as equipment.
                - Advanced HQ now has 5 armored cars as equipment, to explain why they get so fast.
                - maxspeed changes to the following models:
                    - Advanced HQ now has 16 maxspeed (was 8)
                    - Advanced Robo Command now has 12 maxspeed (was 6)
                - Fuel comsumption tripled for the following models:
                    - Advanced HQ now consumes 4.5 fuel    (was 1.5)
                    - Advanced Robo Command now consumes 9 fuel (was 3)
                - New default defensive stats for HQ units:
                    Default defensiveness     = 9 
                    Default toughness         = 10 
                    Default airdefense         = 2
                - New default defensive stats for Robo Command units:
                    Default defensiveness     = 9  
                    Default toughness         = 9 
                    Default airdefense         = 2 
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.75            
                    reinforce_time            = 0.60
                        
            - infantry.txt:
                - Regulars can now use two brigades, instead of one.
                - New default defensive stats across all models:
                    defensiveness             = 35
                    toughness                = 40
                    airdefence                = 14
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.33        
                    reinforce_time            = 0.45
                - Advanced Regulars (Reg-4) now have 70 softness (was 80 for some reason, probably a mistake)

            - interceptor.txt:
                - Rocket-Jet Interceptors now have a quantity of 5 interceptors and 10 men each - which are pilot and co-pilot. Not all crew is on planes, so it has 15 support crew. Smaller numbers seem more post-apocalyptic to me.
                - Scrap Interceptor now has 16 air attack (was an outragerous 29 for some reason, more than the last model of the line). 
                - Model changes:
                    Scrap Interceptors:
                        surfacedefence                    =  15 # was 7
                        airdefence                        =  15 # was 7
                    Early Interceptors:
                        surfacedefence                    =  13 # was 9
                        airdefence                        =  13 # was 9
                    New Era Interceptors (unchanged):
                        surfacedefence                    =  11 
                        airdefence                        =  11
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.50        
                    reinforce_time            = 0.60
                    upgrade_time_boost         = no # Do not reduce upgrade time on obsolete models
            
            - Light Armor Comparisons.txt: File deleted.

            - light_armor.txt:
                - Human/Ghoul APCs now has 5 halftracks instead of tanks as equipment. Makes no sense for them to be counted as tanks.
                - Pacification Bots now only have 10 robots, Behemoth Bots are now only 5 robots (they're that strong)
                - Human/Ghoul Tanks number of vehicles per people made no sense, only 5 tanks for 50 people. Instead, they now have 5 tanks and 5 half-tracks and 50 people total, 5 crew per vehicle. The half-tracks represent mechanized support, lighter vehicles bringing support and maintenance personnel.
                - maxspeed alterations: 
                    - Human/Ghoul and Mutant APCs are now x2 faster. 
                    - Tanks are 2x faster.
                    - Pacification and Behemoth bots - they're legged robots not tanks or APCs. They don't get faster. They are meant to be heavy armored war robots, the fast robot unit is elsewhere.
                - Fuel comsumption doubled for all non-robot models: Currently 8/12 and 8/13. Was 4/6 and 4/6.5. 
                - Fuel consumption tripled for the Large Walking Robot models: 4.5/6, was 1.5/2.
                - New default defensive stats across all non-robot models:
                    defensiveness             = 20
                    toughness                = 26
                    airdefence                = 7
                - New default defensive stats across all Large Walking Robot models:
                    defensiveness             = 23
                    toughness                = 23
                    airdefence                = 9    
                - New no_fuel_combat_mod, upgrade and reinforcement stats:
                    no_fuel_combat_mod         = -0.3 # Unable to fight properly without fuel
                    reinforce_cost             = 0.75            
                    reinforce_time            = 0.60

            - light_cruiser.txt:
                - seadefence and airdefense model changes:
                    seadefence: 18/15 (was 7/10)
                    airdefence: 9/8 (was 3/4)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
                        
            - marine.txt:
                - New default defensive stats across all Human Irregular models:
                    defensiveness             = 35
                    toughness                = 40
                    airdefence                = 14
                - New default defensive stats Rad-Zombies:
                    defensiveness             = 17
                    toughness                = 17
                    airdefence                = 7        
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.33        
                    reinforce_time            = 0.45
                - Spiders are now their own unit and no longer part of Irregulars.

            - mechanized.txt:
                - Robot infantry now went from 32 robots per unit to 100. Why? Because otherwise they would need to have lower defense. Plus, 32 robots is too little.
                - New default defensive stats across all models:
                    defensiveness             = 37
                    toughness                = 37
                    airdefence                = 15
                    Note: Robots use the same method that normal human infantry uses, but they have the same stat for both defensiveness and toughness. So, in order to make it work with the new system (in which most units have more defensiveness than toughness), I averaged both numbers.
                - New combat modifier, upgrade and reinforcement stats:
                    no_supplies_combat_mod  = -0.1 # Need less supplies than humans due to being a robot. Robots don't eat.
                    no_fuel_combat_mod         = -0.2 # Robots need energy and energy cells, that's their energy source.
                    reinforce_cost             = 0.45 # New robots need to be (re)built    
                    reinforce_time            = 0.66 # Robots take a while to (re)build and reinforce
                        
            - militia.txt
                - Merc-0 (Marauders) now has a speed_cap_eng = 4 (was 3). Doesn't matter much right now (it would make engineers useless for it), but will in the future.
                - All mercenary units can now field two brigades (was one).
                - New default defensive stats across all models:
                    defensiveness             = 35
                    toughness                = 40
                    airdefence                = 14
                - New upgrade and reinforcement stats:    
                    reinforce_time            = 0.45
                    reinforce_cost             = 0.33        

            - motorized.txt:
                - Now has proper equipment. 
                - Mutant Imp. Pick-ups now has 65 softness. It had 75 softness, which is more than the 70 softness of the previous model. There is no reason for this newer model to be less armored than its previous counterpart, except perhaps a mistake (75 could have been meant to be 65, especially because the next model has 60 softness). 
                - Vehicles now cost more to reinforce than infantry.
                - New default defensive stats, and maxspeed stats across all human raider models:
                    maxspeed                 = 24 # was 8
                    defensiveness             = 22
                    toughness                = 28
                    airdefence                = 7
                    fuelconsumption         = 4/4.5/6 # was 2/2.5/3
                - New default defensive stats and maxspeed across all mutant raider models:
                    maxspeed                 = 18 # was 6, except last model was 7 and is now 21
                    defensiveness             = 16
                    toughness                = 21
                    airdefence                = 6    
                    fuelconsumption         = 4/4.5/6 # was 2/2.5/3
                - New upgrade and reinforcement stats:
                    reinforce_cost             = 0.66    
                    reinforce_time            = 0.45        

            - multi_role.txt:    
                - surfacedefense and airdefense model changes:
                    surfacedefence: 18/16/14/12 (was 4/6/8/10)
                    airdefence: 20/18/16/14 (was 2/4/6/8)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.50        
                    reinforce_time                    = 0.60
                    upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models    

            - nuclear_submarine.txt:
                - seadefence and airdefense model changes:
                    seadefence: 17/15 (was 8/10)
                    airdefence: 3/1 (was 9/11)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models
                        
            - paratrooper.txt:
                - Scouts can now use Engineer brigades. I have no idea why this was not the case previously.
                - Mutant Jumpers now cost 9 manpower (was 6). This is because mutant units by default cost x3 the manpower of a human unit. The normal manpower cost of human scouts is 3.    
                - Advanced Scouts (Sct-2) are built faster than Apocalyptic Scouts for some reason that I cannot discern. Changed to 200 (was 180) to follow a logical progression of 180-190-200 days to build.
                - Similarly, to keep the logical progression, Powered Scouts now take 210 days to build.
                - Powered Scouts Now properly includes Power Armor equipment. Now these suits show up in casualties.
                - New default defensive stats across all human scout models:
                    defensiveness             = 25
                    toughness                = 30
                    airdefence                = 10
                - New default defensive stats across all Super Mutant and robot scout models:
                    defensiveness             = 25
                    toughness                = 25
                    airdefence                = 10    
                - New upgrade and reinforcement stats:    
                    reinforce_time            = 0.55 # scouts take longer to replace due to being more elite
                    reinforce_cost             = 0.33    

            - strategic_bomber.txt:
                - Zeppelin Bombers MkII now have 4 airdefense (was 3). Goes better with 2/4/6 than 2/3/6.    
                - V-Bird Bombers Mk II now have 12 airdefense (was 11).
                - V-Bird Bombers Mk III now have 14 airdefense (was 13).
                - Changed bomber equipment amounts in later models.
                - Zeppelin bombers now have balloon (airship) equipment rather than bomber.
                - surfacedefense and airdefense model changes for Zeppelin Bombers:
                    surfacedefence: 7/6/5 (was 15/16/17)
                    airdefence: 20/18/16 (was 2/4/6)
                - surfacedefense and airdefense model changes for V-Bird Bombers:
                    surfacedefence: 17/16/15 (was 2/3/4/5)
                    airdefence: 12/11/9 (was 3/4/5/6)
                - surfacedefense and airdefense model changes for Orbital Bombers:
                    surfacedefence: 2 (was 20)
                    airdefence: 2 (was 20)        
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.50        
                    reinforce_time                    = 0.60
                    upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models
            
            - submarine.txt:
                - Basic Submarine now has 9 air defense (was 8), because the previous model has 7 and until then every model has +2 air defense. Not to mention there's a big price increase between this model and the previous one, which means this price tag and the air defense together make this upgrade sub-optimal.
                - Similarly, New Era Submarine now has 11 air defense.    
                - seadefence and airdefense model changes:
                    seadefence: 24/23/21/20/18 (was 1/2/4/5/7)
                    airdefence: 9/7/5/3/1 (was 3/5/7/9/11)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models

            - tactical_bomber.txt:
                - Added bomber equipment, their casualties should show up now.    
                - surfacedefense and airdefense model changes:
                    surfacedefence: 20/19/18/17 (was 2/3/4/5)
                    airdefence: 19/18/17/16 (was 3/4/5/6)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.50        
                    reinforce_time                    = 0.60
                    upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models

            - transport.txt:
                - Scrap Freighter now has 8 air defense (was 6).
                - seadefence and airdefense model changes:
                    seadefence: 22/17/14 (was 3/8/11)
                    airdefence: 10/7/6 (was 2/5/6)
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.60    
                    reinforce_time                    = 0.40
                    upgrade_time_boost                 = no     # Do not reduce upgrade time on obsolete models- 

            - transport_plane.txt:
                - surfacedefense and airdefense model changes for Transport Choppers:
                    surfacedefence: 19 (was 3)
                    airdefence: 14 (was 8)
                - surfacedefense and airdefense model changes for Zeppelin Transports:
                    surfacedefence: 17/14 (was 5/8)
                    airdefence: 20/18 (was 2/4)
                - surfacedefense and airdefense model changes for V-Bird Transport:
                    surfacedefence: 18/16/15 (was 4/6/7)
                    airdefence: 18/16/15 (was 4/6/7)        
                - New upgrade and reinforcement stats:
                    reinforce_cost                     = 0.50        
                    reinforce_time                    = 0.60
                    upgrade_time_boost                 = no # Do not reduce upgrade time on obsolete models

    tech:
        - industry_tech.txt:
            - "New Era Power Armor" no longer changes your GDE value to 0.9 GDE. 
            - Advanced Armor no longer changes GDE value to 0.85. Rather, it givesa -5% softness bonus.
        - land_doctrines_tech.txt:
            - Organized Warfare and every of the four doctrine techs in the different land doctrine branches now give +10% GDE, from a starting value of 50% (set in misc.txt), until reaching 100%. This means that without Organized Warfare, every unit takes twice as much damage as normal, and for every level, -10% damage is taken, until the full 100% GDE. For the moment, Ground Defense Efficiency is symmetic between doctrines (unlike vanilla).
            - Brutal Assault Waves' -10 Offensive/Defensive bonuses were disabled and replaced by -5 softness to all land units.
            - Close Combat Weapons no longer gives a -10 bonus to Offensive and Defensive Vulnerability. Might give it another in the future.
            - Field Command no longer gives -20 defensiveness/defensive vulnerability and -25 toughness/offensive vulnerability bonuses to HQs. Now gives a -20 softness bonus to HQs, making them more armored and able to fight in the frontlines.    
            - "Terrain Ambush":
                - Halved attack bonuses from +20% to +10%, it was too strong in the new system.
                - Added new defensive terrain bonuses:
                    command = { type = urban_defense which = land value = 10 }
                    command = { type = urban_defense which = motorized value = -5 }
                    command = { type = urban_defense which = light_armor value = -5 }
                    command = { type = desert_defense which = land value = 10 }
                    command = { type = mountain_defense which = land value = 10 }
                    command = { type = hill_defense which = land value = 10 }
                    command = { type = forest_defense which = land value = 10 }
                    command = { type = swamp_defense which = land value = 10 }
                    command = { type = river_defense which = land value = 10 }
                    command = { type = shore_defense which = land value = 10 }
                    command = { type = frozen_defense which = land value = 10 }
                    command = { type = snow_defense which = land value = 10 }
                    command = { type = blizzard_defense which = land value = 10 }
                    command = { type = rain_defense which = land value = 10 }
                    command = { type = storm_defense which = land value = 10 }

        - secret_weapons_tech.txt:
            - Technology "Giant Mutated Spiders" no longer activates marines model 5, but rather d_rsv_36 model 0, for the Spiders now have their own unit and models.
            - Technology "Super Soldiers" no longer gives a -20 air defense/vulnerabity to air units (what was even the point of this bonus? I might replace it with something cool later on)
            - Technology "Alien Armor" no longer gives any defensive/offensive vulnerability bonus.
            - Technology "Combat Implants" no longer gives any defensive/offensive vulnerability bonus. Instead, it now gives a -5 softness bonus in its place. 

gfx

    interface

        - New files by Arcangelus:
            blueprints.bmp

        models (see Wanamingo-Spider Changes file):
            - ill_div_7_5 has been changed to ill_div_36_0 to account for the new Spider unit.
            - model_7_5 has been changed to model_36_0 to account for the new Spider unit.
            - model_34_1, model_34_2, model_34_3 and model_34_4 renamed to model_35_0, model_35_1, model_35_2 and model_35_3, respectively. This was done to account for the new Wanamingo unit.
            - model_33_0 and model_33_1 and ill_div_33_0 and ill_div_33_1 (Power Armor units) now have proper images. Also includes a few nation-specific models.
    
        pics
        
            - Fixed issue with mismatch between the leaders file and the gfx pics, which was causing issues with the pics of robots leaders. The leaders file was pointing to Robots_02 and Robots_02, but the files were called robot_02 and robot_04.
            
    map
        shields:
            - New files by Arcangelus:
                - Shield_BOS_rail.bmp
                - Shield_BOS_Gunners.bmp

        flags:
            - New files by Arcangelus:
                Flag_BOS_rail.bmp
                icon_BOS_rail.bmp
                icon_BOS_Gunners.bmp
                flag_BOS_Gunners.bmp    

    pics:
        - New files by Arcangelus:
            - MINUTEMEN_AIR.bmp
            - MINUTEMEN_SEA.bmp


map: 

    adj-defs.csv (changes by Arcangelus):
        - The Great Lakes were properly linked to each other and the Atlantic Ocean. That's right, The Great Lakes are now navigable, a long-awaited change! Time for naval warfare on the Great Lakes! You can thank Arcangelus for that!
        - Lake Huron is now linked to Lake Superior through Sault Saint Maire, MI
        - Lake Huron is now linked to Lake Eire through Windsor
        - Lake Eire is now linked to Lake Ontario, through Hamilton
        - Lake Ontario is liked to Fleuve Saint Laurent, through Montreal.
        - Palenque - Puerto Barrios had a river connection but is now impassable, because the connection is too small - like one pixel.
        - Kelowna - Revelstoke had a river connection but is now impassable, because the connection is too small - like one pixel.
        - Sandy Bay - Lac Brochet had a river connection but is now impassable, because the connection is too small - like one pixel.
        - Newburgh - Troy had a river connection but is now impassable, because the connection is too small - like one pixel.
        - Sault Sainte Marie, MI - Gore Bay is now a sea connection (was river) through Province 3008.
        - Sault Gore Bay - Sudbury is now a sea connection (was river) through Province 3008.
        - Gore Bay - Owen Sound is now a sea connection (was river) through Province 3008.
        - Akulivik is now connected to Pond Inlet (was Coral Harbor)
        - Coral Harbor is now connected to Coats Island
        - The provinces of the Bahamas are no longer connected through sea, not a canal.
        - Saltito - Matehuala connection is now impassable due to being too small, which made it weird.

    distances.csv
        - Many changes. FODD now uses the new model of distance-measuring.    


music:
    - Removed all music tracks. Music is now a separate, optional download. Music does not change the checksum.
    - Mod now has a revamped soundtrack, thanks to Kill_Tactician! We now have (almost) all OSTs of every single Fallout game - Now with added soundtrack from Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76. This is a separate, optional download. Checksum: 

scenarios:
    
    - The infamous "map bug" has been fixed. No more errors at scenario start-up or loading saves. See files: 2245 - Boston.eug, 2245.eug and Necropolis.inc.

    2245.eug:
        - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
        - Far-Away Land/U01 is no longer selectable (No idea why it even was in the first place)
        - Far-Away Land/U01 is no longer included in the file. In fact, this tag is now free, because it is useless and no longer needed - it was always a work-around the map bug. 

    2245 - Boston.eug:
        - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
        - Far-Away Land/U01 is no longer selectable (No idea why it even was in the first place)
        - Far-Away Land/U01 is no longer included in the file. In fact, this tag is now free, because it is useless and no longer needed - it was always a work-around the map bug. 

    2245:
        Commonwealth.inc:
            - The following was done by Arcangelus:
                - Boston now produces 4 metal (was 2)
                - Added bos.ai for the Commonwealth
                - # Resource Reserves:
                    - manpower = 20 (was 11)
                    - metal = 400 (was 300)
                - Added new claimedprovinces: claimedprovinces = { 596 601 6333 }
                - Starts with Irregulars - Wasteland Warrior
                - Starting divisions/OoB:
                    - "1st Minuteman Corps" renamed to "1st CPG Corps". Also, it no longer starts locked.
                    - New added unit: "Auxiliaries", with two Irregular divisions.
                    - Note: Those two divisions have a typo in their name. Correct at home then delete this.

        Dark_Cathedral.inc: New file by Arcangelus.
            - Starts only with New York/Liberty Island (602), but gets the rest of its old territory quickly.
                - Deactivated the techs that would be deactivated in the old Dark Cathedral events before.
                - OoB:
                    - All Rebel units in New York province taken out of the FUSA file and added here:
                        - Land unit "102nd Fortress Brigade" taken out of the FUSA files, it was a rebel unit that can now be found in Dark_Cathedral.inc
                        - (Rebel) Naval Unit "Task Force 002" taken out of the FUSA files, is now in Dark_Cathedral.inc.
                        - (Rebel) Air unit "Second Air Force" taken out of the FUSA files, is now in Dark_Cathedral.inc
                        - (Rebel) Air unit "New York Interceptors" taken out of the FUSA files, is now in Dark_Cathedral.inc

        Midwestern_BoS.inc:
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.

        Enclave.inc:
            - Enclave now has 0.03 offmap manpower income. A small buff to their manpower to see how the AI does with it.

        Far_Away_Land.inc: As of now, its officially an useless file that does nothing and has been excluded. Good riddance to bad rubish. The U01 tag is now free for use as well (for now).    

        Former_USA.inc:
            - The following was done by Arcangelus:
                - Province New York (602) no longer in this file, ported to the new Dark Cathedral file (Dark_Cathedral.inc).
                - 602 no longer in ownedprovinces and controlledprovinces, because it longer starts controlled nor owned by FUSA
                - OoB:
                    - Added New unit: 28th division. A single garrison division with an artillery brigade in Frederick province (6467), in order to prevent swarming.
                    - All Rebel units in New York province taken out of the FUSA file and added to Dark_Cathedral.inc:
                        - Land unit "102nd Fortress Brigade" taken out of the file, it was a rebel unit that can now be found in Dark_Cathedral.inc
                        - (Rebel) Naval Unit "Task Force 002" taken out of this file, is now in Dark_Cathedral.inc.
                        - (Rebel) Air unit "Second Air Force" taken out of this file, is now in Dark_Cathedral.inc
                        - (Rebel) Air unit "New York Interceptors" taken out of this file, is now in Dark_Cathedral.inc

        Former_USA - Boston.inc:
            - The following was done by Arcangelus:
                - Province New York (602) no longer in this file, ported to the new Dark Cathedral file (Dark_Cathedral.inc).
                - 602 no longer in ownedprovinces and controlledprovinces, because it longer starts controlled nor owned by FUSA
                - OoB:
                    - Added New unit: 28th division. A single garrison division with an artillery brigade in Frederick province (6467), in order to prevent swarming.
                    - (Rebel) Unit "5th FUS Regiment" no longer starts with 75 strength.
                    - (Rebel) Unit "6th FUS Regiment" no longer starts with 75 strength.
                    - (Rebel) Unit "7th FUS Regiment" no longer starts with 75 strength.
                    - Naval Unit "Task Force 001":
                        - "1st FUSN Patrol Squadron" starts with 40 strength (was 25)
                        - "FUSN North Carolina" starts with 50 strength (was 25)
                    - All Rebel units in New York province taken out of the FUSA file and added to Dark_Cathedral.inc:
                        - Land unit "102nd Fortress Brigade" taken out of the file, it was a rebel unit that can now be found in Dark_Cathedral.inc
                        - (Rebel) Naval Unit "Task Force 002" taken out of this file, is now in Dark_Cathedral.inc.
                        - (Rebel) Air unit "Second Air Force" taken out of this file, is now in Dark_Cathedral.inc
                        - (Rebel) Air unit "New York Interceptors" taken out of this file, is now in Dark_Cathedral.inc
            
        Gecko.inc:
            - Gecko has 4 manpower again (was 6), because I thought it was too much manpower for Gecko - which was never that big of a place in the first place.

        Harlequins.inc:
            - The following was done by Arcangelus: 
                - ownedprovinces = { 679 680 6273 }. Was only { 679 680 }
                - controlledprovinces = { 679 680 6273 }. Was only { 679 680 }

        Hub.inc:
            - Updated starting mininster IDs. The mininster IDs were conflicting with something else, so I changed them. See db/Mininsters_SWE.

        Installations.inc:
            - Took out 50 supplies from off-map province of Porto Rico (#895).    
            
        NCR.inc:
            - "16th US Division" unit and its divisions now start the game locked. This was done because vehicles are now x2-3 times faster (but similarly consume far more fuel), and such fast vehicles would allow the NCR to cheese early expansions. They will now be released later by event.
            
        Necropolis.inc:
            - For unknown reasons (possibly a hold-over from the old map), Necropolis' capital province was defined as province 962 (Salamanca). Alas, Necropolis is not located in Spain and therefore this makes no sense. Their capital is now Bakersfield (#2710), as it is supposed to be.    This has also helped to fix a long-standing map bug that was causing an error at start-up, and would crash the game if Hub controlled San Bernadino when Far-Away Land did not exist in-game. Strange issue, but it has been finally solved.
            Necropolis.inc:
                - The following was done by Arcangelus: 
                    - Fixes two typos in unit names

        Permafrost.inc:
            - New file by Arcangelus.
            - The following provinces are now owned and controlled by Permafrost:
                - Northwest Territories:
                    - 6836 # Coral Harbour.
                    - 6837 # Pond Inlet.
                    - 6838 # Coats Island.
                    - 6839 # Mansel Island.
                    - 6840 # Ottawa Islands.
                    - 6841 # South Camp.
                Quebec:
                    - 564  # Fort Chimo
                    - 6611 # Akulivik.
                    - 6612 # Povungnituk.
                    - 6613 # Inukjuak.
                    - 6614 # Great Whale River.
                    - 6615 # Aupaluk.
                    - 6616 # Kangiqsujuaq.
                    - 6617 # Salluit.
                    - 6618 # Illutaliviniq. 
                New Foundland and Labrador:
                    - 575  # Nain.
                    - 6648 # Davis Inlet.
                    - 6649 # Hebron. 
                    - 6650 # Hopedale.    
            
        RCC.inc
            - Parry Sound, Barrie and Pembrokeno provinces longer defined in RCC.inc even through its not owned nor controlled by RCC.
            - The following was done by Arcangelus: 
                - Minor formatting changes

        Rebels.inc:
            - The following was done by Arcangelus: 
                -  controlledprovinces = {
                    538 541 551 569 573 584 648 651 652 738 743 755 780 891 894 2649 2678 2693 2962 2963 2964 4314 4350 4353 4377 4383 5470 6131 6132 6141 6151 6153 6216 6225 6304 6328 6347 6490 6597 6652 6356 6402 6474 6501 6503 6638 6668 6690 6711 6721 6791 6793 6836 6842 6859 6860 6864 6876 6877 6878 6879 6880 6881
                    560 6832 6834 6835
                    }
                - Commented out four marauder land units in province Macon
                - Commented out three marauder land units in province Macon
                - "Guantanamo Remnants" divisions now called "1st/2nd Guard", instead of "1º/2º Guard" - which I'm pretty sure is a latin language thing (Portuguese does it)
                - Seven divisions called "Angry New Yorker" deleted from province Long Beach and added at the end of the file, commented out
                - One division of tribals deleted from Miami province (651)
                - New division of Marauders added to Rankin Inlet: "Bacchus Worshippers", related to the "Bacchus Cult" event of the Warriors of Ice
                - San Luis Rio Colorado province (4357) now has extra marauder divisions, in order to prevent the NCR going east and Caesar's Legion going west before both are supposed to (Caesar's Legion was snaking into Baja all the time before).

        Spiders.inc:
            - All the Spider units went from using marine model = 5 to d_rsv_36 model = 0. Spiders now have their own type of unit instead of being irregulars.
            - The following was done by Arcangelus : 
                - New starting ai: cze_opener.ai (was cze.ai)
                - ownedprovinces = { 649 6317 651 } (was only 649)
                - controlledprovinces = { 649 6317 } (was only 649 and 6317)
                - OoB:
                    - Land Unit "Spider Queen's Lair" now has an HQ
                    - New Land Unit: "Spider Scouts". Contains three Spider divisions.    

        Warriors_of_Ice.inc:
            - The following was done by Arcangelus: 
                - "Flesh Tearers Tribe" unit is now located in Prince of Wales Fort province (was in Port Nelson/6714)
                - The following provinces are now owned and controlled by Permafrost:
                    Manitoba Wasteland:
                    - 6713 # Churchhill.
                    - 6714 # Port Nelson.    

        Wastelands.inc:
            - Removed many useless phantom provinces that are no longer in the map.
            - All mentions to East BoS or Eastern Brotherhood removed and replaced by "Midwestern" and such terms.
            - Province Cahul (2605) no longer in the map because it is no longer relevant. Was old capital of Wastelands, now is nothing.    
            - Some reference updates pertaining to provinces with changed ownership in the file.
            - Las Vegas, Tuba and Fredonia switched power plants:
                - Fredonia province contained Hoover Dam (deliberately wrong for balance reasons). Now contains Glen Canyon Dam instead. Hoover Dam went to Las Vegas province (as is correct). Tuba no longer has the Glen Canyon Dam. This is important for future, Van Buren and New Vegas related plans. 
            - Changes in provinces:
                - British Columbia:
                    - 541 # Vancouver. Now produces 3 metal (was 1), because Arcangelus added it, plus why not? Also the VP count was actually wrong, should have been 4 not 5, but the addition fixed it.
                    - 554  # Fort St. John. Now produces 2 energy (was 1), because Arcangelus changed it... for some reason? Whatever, some more resources in that area are good.
                    - 6758 # Port Alberni. Re-added. +2 metal by Arcangelus.
                Quebec Wasteland
                    - 6629 # Senneterre. Added +1 metal because East Coast already is too resource-deprived for now.
                    - 6633 # Sept-Iles. Re-added and decommented resources. Added +1 IC and +1 metals from csv just to help a bit.
                    - 6640 # Riviere-du-Loup. Re-added.    Added +1 ic from csv.
                Northwest Territories
                    - 560  # Rankin Inlet. Now produces 20 rares (was 19) for some reason. Also, I just realized it has no victory points. Should have had 4, but with the extra resources, now has 5.
                Nova Scotia:
                    - 578  # Charlottetown. Now has 4 energy (was 2, the extra 2 were probably overlooked but I'm adding them anyway). Also now properly has 30 infra.
                    - 579  # Halifax. Now has 13 energy (was 10), there were extra 3 in the old file I misssed. Now has 2 IC (was 1), there was an extra one in the old file I missed. Now has 10% infra it should have
                New Brunswick:
                    - 580  # Fredericton. Now has +1 point of MP (probably the same as that old point there, but I decided to add it because that part of the world could use more MP)
                Maine Wasteland:
                    - 583  # Portland, ME. Now has +2 metal (was 0), I think Arcangelus added this.
                    - 6368 # Caribou. Now has +1 metal added by Arcangelus.
                    - 6369 # Greenville, ME. Now has +2 metal added by Arcangelus.
                Cuba Wasteland:
                    - 894  # Guantanamo Bay Naval Base. Gave it 4 points, it has 12 levels of bases but no points for some reason.
                Florida Wasteland
                    - 651  # Miami. Now has +1 energy (was 2, now 3)
                    - 6316 # Fort Lauderdale. has +1 energy from csv.
                    - 6317 # Fort Myers. Re-added. Now in Spiders' File. Now has +2 energy.
                Panaman Ridge Wastelands
                    889 # Balboa. Arcangelus gave it +2 points for having a channel.
                Hispaniola Wastelands
                    891  # Kingston. Now has 2 manpower (was 1)

            - The following was done by Arcangelus: 
                - Added a few notes at the start of file. 
                - Minor formatting changes (like less useless white spaces), enough to decrease file size quite a bit.
                - Other miscelaneous improvements

        West_BOS.inc:
            - No more on-map manpower, it makes no sense for an organization as tight-knit as the BOS to be providing troops for possible conquerors, unless they were another chapter of the Brotherhood (but that would never happen, would it?).    In short: You can't conquer the Brotherhood of Steel and recruit Brotherhood of Steel people as if they would ever acquiesce to your conquest.

        vp.inc:
            - Took out VP from Cali (#868).    
            - Took out VP from Barranquilla (#890).
 
Last edited:
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Hell yeah! Very excited, coming back to this mod after many years and ecstatic to learn you're still working on it. Excited to once again overrun the American South with an ever-fragmenting Spider overmind.
 
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