deMangler
Posts: 227
Joined: 7/13/2013 Status: offline
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I made some notes on the changes from the previous manual so I can pencil-in/add them to my printed copy. Here they are in case it is helpful to anyone... A new section has been inserted: 3.1.2. History Classes If you want the procedural generation system to work optimally do not flag any of the classes on this page. However if you really want the Planet about to be generated to have a certain outcome flag the history class you want the Planet to belong to. You can select multiple flags if desired. Note that when you flag Survival Stress, especially on larger Planets, you might end up with a very large amount of Regimes. This might well slow down AI turn processing speeds. Note that when you flag Alien Lifeforms you are basically forcing xenobiological evolution on the Planet. This can sometimes have interesting and weird, but playable, results. When you combine this flag with a Medusa Class planet (which already ensures Alien Lifeforms) it will often lead to extremely large and dangerous wildlife. ...meaning that Planet Setup Options is now 3.1.3 and subsequent changes to numbering in this section. In the Difficulty Level section (now 3.1.3.3) there is the added... On hard difficulty all AI forces get +10% combat bonus and +10% movement bonus. On extreme difficulty all AI forces get +20% combat bonus and +20% movement bonus. 3.6.5 Strategems, has the amended section: 6 Either the Execute Stratagem button is greyed-out and the reason why is given above, or all is okay and you can go ahead and play the Stratagem (on the selected target). It is also possible to scrap Stratagems to gain Scrap Points, which allow you to craft Scrap Stratagems. To go to “Scrap Mode” click the so-named button in the top right. Once in Scrap Mode you can click on the trashcan symbol overlain on all Stratagems. By doing so you will scrap the Stratagem and recuperate the Scrap Points indicated. In Scrap Mode the Craft Stratagem button is also visible on the right side of the tab. Click the Craft Stratagem button to generate a new Craft Stratagem (and doing so will also get you out of Scrap Mode and back in regular mode). The info on fear in the Cultural Adjustment Score (in 5.3.3.1) has been amended to... Fear helps reduce Unrest, but also limits Population Happiness and Worker Happiness (less so). It does not impact the Happiness of Workers, since they are considered to be “Regime employees.” The Fear Score is also the percentage chance your population will suffer a 2d10 Happiness reduction as well as your workers suffering a 1d10 Happiness reduction. However if your Autocracy profile is higher than 40 this reduction will be reduced and nullified at Autocracy-80. There is a new section with info on aliens... 5.4.2.10. Alien Natives ... tables and good info here ... In section 5.6.4.1. Organizations, the following has been added to tasks the Staff Council can perform... Customize Formation Type This task will generate Customization Points. These points can be spent by calling the directors of the Staff Council and customizing a Formation Type with him/her. In section 5.6.10.2, the following has been added... The higher your Government Profile the more likely it is your Population will put up with higher taxation levels. The following has been added to the strategems that can be produced by the Foreign Affairs Council (5.7.3)... Xeno Diplomat Xeno Diplomat Team 5.7.7. is now Scrap Stratagems... During a longer game you can end up with a huge pile of Stratagems. Some of them you’ll never use and these can be scrapped. When you scrap Stratagems you’ll gain Scrap Points which you can spend on crafting new Scrap Stratagems. These Stratagems are procedurally created and every time you generate one you might well see one you have never seen before. Note that every time you craft a Scrap Stratagem the price for the next one will go up. Also be aware that the maximum Stratagems you can have in reserve is limited. Stratagems above the count of 300 will be scrapped without you being asked for your permission. (auto scrapping will favour Stratagems that have a high double count) with subsequent renumbering of sections due to insertion. 5.10.2.4 has the amended... Battle Groups (but not GR equipment) suffer a small penalty on attack values (due to reduced organisation and to not give the incentive to put too many units in BGs). Battle Groups need at least 3 subunits to be transferred to be formed. 5.10.3.2 has the addition... Switching HQs If you switch an Independent Unit to another HQ this will cause a 30% Readiness drop for the switched unit. If you switch an OHQ to another SHQ this causes a 15% Readiness drop for all OHQ units. There is the additional section: 5.10.10.3. Manpower Rebates Trucks / APCs and Recon Buggy Model Types return some manpower back to SHQ after their deployment from the factory. This models the return of mechanics, instructors, logistics and factory teams. Thus defacto Trucks use only 20% of stated manpower, APCs and Recon Buggies only 33%. This rule also results in less manpower returned on disband and less food consumption. Militia trucks and buggies do not profit from this rule as they operate with more troops and retenue. The manpower rebates stated are averages and dice rolls are made so there might sometimes be less rebate, especially if you are raising very small quantities of troops. 5.10.10.4. Customising formation types Your Staff Council has a Customize Formation Types Task. If you allocate BP to it you’ll start amassing Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type. Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Your customization freedom is limited. You will have to think hard about any customization you’ll want to make as you can only make 1 change at a time. And at a possibly steep cost in Customization Points. Both Individual and multi-Unit Formation Types can both be customized. Even customized Formation Types can be further customized. The latter however comes at an increasingly higher cost as you’ll customize upon customization. The player can customize Formation Types by adding Reinforcement Types to an existing Formation Type. Up to half its current complement counted in sub-Units can be added. So for example a Formation Type with 1000 Infantry could be customized to get an additional 500 MG, but not 600. A limitation of this process is that the customization only affects the non- HQ Units and that you can not add Trucks or APCs to any Formation Type. However if a Formation Type that you are customizing already has either Trucks or APCs these will then be increased or decreased if you added Troops that needed transport. The maximum number of different Reinforcement Types a Formation Type can have is six. ... and a nice table here... After you have customized a Formation Type it will appear in your Formation Types listing and you can raise new Formations based on it. It is also possible to upgrade on-map Formation Types of the original type to the customized Formation Type. 5.12.3.7 has the added... A further negative movement cost modifier is applied for very large vehicles and tanks. If Size Stat is 6 or 7, like Medium Tanks there will be an additional +10% move cost modifier. If Size Stat is 8 or 9, like Heavy Tanks there will be a +20% move cost modifier. If Size Stat 10 or higher, like Monitor Tanks, will give a +30% move cost modifier. And there is the added section... 5.12.3.8. Minimum Tech Levels Some weapon technologies allow heavier variants of weapons or armour. Some of these have a minimum Regime Tech Level requirement to be installed in a new Model design. ... and a nice list here...
< Message edited by deMangler -- 5/31/2021 12:24:07 PM >
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