The addict pop mission for ecaz seem too powerful. Maybe you can make a delay between two of these, like the assassination of BT ?
One of my first breakfast thoughts was: "I have to add a restriction to the addiction mission" - I fear I may be dedicating too much thought to this little work, lol.
Besides high cost and difficulty, two ideas I'm considering:
a) targeted city becomes immune to future addictions, but a receiving city may get more specialists if it continues to be the "home city in closest range" in other similar missions.
b) targeted city becomes immune to it for 15 turns.
I'm becoming inclined to a). Unlimited free specialists is too powerful even if it would require a lot of spy pts.
I think the mission goes well enough with the theme of boost self/harm opp's economy theme, though. I would like to make it work.
- Regarding Sandstorms:
Man, I was completely wrong about how their damage work. Kill chance is not related to combat str.
I checked the python code this morning and the lines for kill chance at StormDamage are (more lines for just damage dealt if not a kill would come below):
If I'm reading it correctly, it means:
Base kill chance is 50%;
For Thopters 90% (that freaking explains those magic Thopter stacks "vanish tricks"!);
For AI units, the chance is divided by 3;
City units do not get killed.
The above assumes health above 25%. If a unit is below 25% health it gets killed:
(iDam > 75): # kill it.
I made some changes:
Now:
Thopters get a 75% base chance to be killed (it was too high for my taste; its still high!).
Missionaries, Inquisitors, Spies, Smuggler, GPs, Kwisatzk units, StoneBurners, Atomics get a 15% base chance.
Monitor Warship does not get killed by storms (I consider an oversight the fact that Monitors would get killed by storms with the same percentage as Thopters...).
Understand, the above assumes still more than 25% health. Otherwise (iDam > 75) can be triggered as normal.
The result in practice is that if you misclick or get distracted, your missionaries, etc will still survive the great majority of the time. But if they require healing (no combat str, but healing button will appear and the "little ball" will change colour), then they can.
Meaning walk into one storm with such units - you're probably forgiven; walk into two or three in a row - and get punished.
I believe this is a decent compromise between diminishing annoying losses and unit movement micromanagement and still conserving some danger and world flavour.
Thoughts?