SPACE:
-Combat ships no cargo, except Church Hearth frigates, Imperial Lekaf scouts and house unique dreadnoughts (i.e. decados, hawkwood)
should prevent AI from landing them for capture
-obun vessel lander to jump, no cargo, 1 move, -1 spot, no attack (can't be attacked) price down to 5 gems, upkeep 500 from -500, turns to build 3 from 1
a shitty scouting vessel you can send into enemy territory, protected by diplomatic immunity. Won't see much, but can't be attacked.
-all fighters +1 agility, +2 close sp. accuracy
-bombers move type changed to space, removed ground attack, movement down to 3 from 6, lower armour (25->20), higher direct sp. damage (+20), lower accuracy (-1)
fighters now better at soaking up low-acc shots and padding the rest of the fleet, also better at hitting other fighters; bombers easier to destroy, higher damage output - need fighter padding;
-Muster Lander upkeep up to 2000fb/trn from 1200
It was cheaper than muster bulk hauler
-Hopper back to space movement type
-Charioteer freighter upkeep down to 1000 from 1200
-Smuggler now high-stealth, low cargo, non-gold generating
can be used to actually smuggle some units
-Casino liner no cargo, price up to 50 gems from 20, time to build up to 5 from 2, income generation up to -2000 from -1500
Less incentive to amass over land-based income-generating units
-tradeports given 2 20 close space; Sraver trade port stronger
Should be destroyable now
-Stealth frigates now rank 9 instead of rank 0
should be targeted last rather than first, IMO.
LAND:
-Ven Lohji price in gems up to 5 from 0, turns to build 3 from 1
Was way too cheap for how good it was
-spy +1 spot; slayers guild -2 spot, -5 armour, +800 upkeep; Gen ass. movement to foot from hover, spot -2, armour -10, no air, no direct attack, +1 accuracy, price: bio+20, turns: 4 from 2
Spies now remain useful due to higher spot; Genetic assassins now basically a slightly better, cheaper in maintenance, slayers guild units.
-scout tank +2 movement
Trying to give it some niche
-cyber warrior price: wetware -60
Was absurdly costly
-House Shelit spot +1, agi+2, close attack +1 +10
Did not feel like a cyber unit
-rangers and dancers increased rank to 5 from 2 (
used to be targeted even before tanks; IMO stealth units should be hard to target
-Mutasih secret police spot +1
was crap at their job
-Trusnikrons direct attack -2 -20, income to 0 from -150
Less of a mary sue. Now more reasons to choose other palace-built units.
-Muster Mercs and Sentries, Space Marines, Imperial Eye Security, Marauders, Kossacks, Imp. Marines, Aragon Martyrs, Vitra's Warriors, Grimsons, Gene Warriors, the Nung, Vuldroks, Stigmata Garisson Marines all given air attack of various strengths
-ukari mercs and elites given air attack (they've got psych, so they're not vulnerable to planes as is, but it fits with the theme of giving most line infantry-type units air attack)
For obvious reasons.
-Vorox guard +10 close damage
Wasn't too formidable for a Vorox, imo.
-Legion of St.Ognor +20 armour, +3 +40 air from 0 0, income down to 0 from -150
Now useful heavy line unit, justifying high metal price.
-Cyber vorox now requires Vorox Guard as input, spot -2, camo -1, +1 direct accuracy, +10 close damage, upkeep the same as Vorox Guard (1000), price: 0 food, 5 biochems, 15 wetware, 3 turns to build
If somebody wants to go through all the trouble, they do get a killing machine, but not so great so as to force everybody to build them; I did not give them any air attack = ?.
-ashtati bounty hunters air down to 0, direct damage -10, close combat +1 -10
For two gems they were the go-to mercenary unit.
Haven't had the chance to run it, to see if it all works as intended, and does not e.g. crash the game over some typo or something.
If it's not clear, the general reasoning regarding the foot units is for line units to have around 2 20 air attack, and those more resembling personal guards remain without it.
I've noticed tradeports have noCombat tag. I'm not sure what it does for space units. Somebody check if they can be destroyed now (easiest would be to try and destroy the scraver mobile port at Criticorum).
I don't know what to do with Oro'ym - if somebody has an idea. They're moslty good for disbanding for gems.
Some tank units are a bit meh (wolfen vs tank destroyer vs stealth tank - all almost the same), but still serviceable, so I'm inclined not to touch them.