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# Changelog 12 (14/09/2015)
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Added 2 new factions (White legs, Beast lords). Currently, both lack leaders and techs teams.
- Events.txt: Added Beastlords.txt and White_Legs.txt to the event file list
New_Arroyo.txt: Unlocked Harmony and Greening Way for the tribal path
Unlocked all tribal techs for tribal nations. Affected files: Manitou_Tribes.txt, Darien_tribes.txt, Warriors_of_Ice.txt
Clean up of scenario files: All files covered minus Wasteland, FAL, Dead Islands, bases, installations, VP, and unused.
Fixed wrong capitals of Reavers (687-6683), Kurtz (734-6162), X_Alpha (628-799)
Rebels.txt: Changed initial CW revolt (event 90000001) AI will have less rebels to take care of.
Former_USA.txt: event 12004 loads new AI. Now, FUSA fights back. Quite effectively at that.
Modified event 'USA Desperate Broadcast' for AI to not give extra dissent.
AI FUSA now keeps a couple of planes.
Gecko.txt: Modified event 1030. Now it triggers if under attack from Vault City and grants a garrison.
Files updated to include new factions (BEN, BHU):
General.txt, Resources.txt, Dead_Islands.txt
General.txt: Split most of the 2x1 state events.
Added events to unify other areas. Not considered Hawaii and a few Pacific's islands. Several of the descriptions are just placeholders.
AI files: Clean up of all AI files. Inclusion of new brigade to many files
AUS.ai: Reworking. Test pending. Can't be any worse, to be honest.
Added "Biological Warfare" as initial tech for Rad-Zombie Wastes
Modified U34.ai
Created AI for FUSA while at civil war. Seems to work.
Modified adj-defs.csv (canal to sea in most instances, to allow naval blockage)
Minor edit to Province.csv (removed all remaining errors)
Added and edited several descriptions in event_text.csv
Given a few extra initial cores to Spiders
Enabled a few extra divisions for future use.
New File: Beastlords.txt, White_Legs.txt
building_costs.txt:
- Decreased infra, fort, coastal port and AA building time. Coastal and Land Fort are 80 days, AA is 100, infra is 70 days. The rest remain the same.
misc.txt:
- Nationalism starting value modified from 35 to 25.
- Division XP Gain Factor increased from 0.8 to 1.5.
- Leader XP gain factor increased from 0.8 to 1.0
West_BOS.txt:
- Made the intro event provide more protection against outsider spying, and a small bonus for the Brotherhood's spying. Remember - the Brotherhood is a isolationist, xenophobic organization. They very very rarely accept outsiders in their ranks. This means its very very hard or simply impossible to put spies inside the Brotherhood. One would require advanced disguise techniques, passing as a existing member or otherwise brainwashing or recruiting a brotherhood member - one's hard enough (unless you got tech like CODE or psionics), but the later is even harder because Brotherhood members are pretty much all loyal to the death.
Political.txt: Changed most trigger to be more precise and efficient
Military technocracy now gives a 5% research bonus and +10 repair mod, plus a 5% overall decrease in recruit times.
FODD/db/tech:
infantry_tech.txt:
- Sentry Robots tech gone from being a 2265 to 2260 tech, to accompany a similar change to New Era Industrialization. This is just the beginning, as I plan to turn Human-made robots into quite the little useful unit type, although they will never be as strong as a real robot army.
aircraft_tech.txt:
- Changed tech requirements of Gatling Laser Turrets - you need to research Gatling Laser tech now.
armor_tech.txt:
- Added Energy Weapon brigades. They're now independent of the machine-gun/AA branch and often require new advances in industrial, electronic or material technologies.
industry_tech.txt:
- Changed Early Factories from 2253 to 2252, Early Industrialization from 2259 to 2256 and New Era Industrialization from 2265 to 2260. As it was, getting anything beyond the second tech was pretty much a bragging rights award, completionism or the sign you are entangled in a never-ending war.
naval_doctrines_tech:
- Tesla Coils attachment now requires Electric Weapons tech.
secret_weapons_tech.txt:
- Supersoldiers tech fixed - was giving +2 air vulnerability of air units, now diminishes it by -2.
- Increased research time of many Secret techs by tripling the Science requirement of every tech. Making your soldiers into an army of super-men isn't that easy now.
- Basic Fusion and Advanced Fusion were showing the wrong components. It is fixed now.