CREDIT: SaberHawk - Enemy Unknown banner
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DeadBodies= can be unit specific!
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base defenses are all AA only!
grav shield may not work :(

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building sensorarray can detect subterranean units? if so, use on hyperwave, sensor, and all triffidia?
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Triffidia need 2 types of visceroid:
VehicleThieves cannot passive acquire!

1. Vehicle Thief + building terror drone (cost=50, time to build = 3 minutes)
2. ordinary: general attack, heal own buildings?
[3. slave]

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Ore refineries/purifiers leave behind cash crates (could help attacker, could help defender)
could let ONE side's war fac leave a random crate (only allow vehicles) - that side's vehicle type(s).
Better yet, all alien structures leave behind a crate and could be one of firepower/armor/speed/heal base/booby trap

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If a digging vehicle passes an enemy naval unit, does the naval unit attack it?
nuke causes tank rocking [chance of flipping...?]

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MC:

Normal mind control.
 A) MC unit deploys to cause chaos cloud like the chaos drone did.
 B) MC unit deploys like GI, then can fire a chaos bolt at increased range. but big rof
I prefer 'A'.

No MC vehicles.

MCB can MC up to 5 units close to it. Plus MCB superweapon (radius=+1 to normal radius (diameter=5)) [no damage]


Sectoid Commander (Intelligence hero) is Psi-Ivan (MC inf/veh, dynamite buildings)
[Muton Commander (Terror hero) is Muton-SuperCommando (plasma inf, dynamite veh/buildings)]

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ALIEN BUILDING ART:
NTWAST for elerium generator
NTPULS or NTMISL for single player brain pedestal


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COUNTRIES:

Buildings:
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=British,French,Germans,Americans,Alliance,Africans

X-Com units:
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=British,French,Germans,Americans,Alliance,Africans

Civ units:
Owner=Africans
RequiredHouses=British,French,Germans,Americans,Alliance,Africans

Alien units:
Owner=Confederation,Arabs
RequiredHouses=Confederation,Arabs

third side units:
Owner=YuriCountry
RequiredHouses=YuriCountry

 1) [Americans]     America       Navy SEAL
 2) [Alliance]      Russia        ? Flamer (probably can find something better...)
 3) [French]        France        ? Howitzer
 4) [Germans]       China         Gattling Tank
 5) [British]       Britain       Sniper
 6) [Africans]      Civilians     (unique)
 7) [Arabs]         Intelligence  Molecular Control Beacon, Sectoid Commander
 8) [Confederation] Terror        Ion Cannon Uplink, Muton Commander
 9) [Russians]      *placeholder* (n/a)
10) [YuriCountry]   Triffidia     (unique)

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BUILDING REPAIR & CAPTURE

X-Com and Civilian can only build their own buildings.
X-Com and Civilian can build each others units if they cap the right buildings.
Alien and X-Com/Civ can't build each others stuff.
All buildings can be mind-controlled (only by Triffidia Root Node), except UC (Tech buildings CAN be mind-controlled (if possible))
Alien do not get an Engineer unit.
Alien buildings can't be captured (can be mind-controlled).
Triffidia buildings can't be captured or mind-controlled (Triffidia are expected to work together).
Click repair is standard for all (not automatic). [Triffidia get self heal on everything]
Possibly, the X-Com Engineer should be immune to MC (Operative should NOT)
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RADAR:
X-Com = Radar System, Hyper-Wave Decoder
PrerequisiteRadar= X-Com above 2 radar buildings. This is presently only going to be used for structure/armory prerequisites (rebuilding a base is the only noticeable scenario).
Where a medium power unit would need radar, it now needs Air Force which requires radar+barracks.
Hyper-Wave Decoder is a stolen tech building that gives spysat and psychic sensor, including psiwarn for fusion missile. Does not include Psychic Reveal.
Air Force includes Spy Plane.
Alien=Sensor Array. includes Psychic Reveal.
Aliens will not get spysat because xcom have to work hard and, by the time xcom get it, xcom will already see most of the map (so its just a small radar boost). Also, aliens would get it too early (and we're not buggering around with advanced versions later on).
Aliens will not get psychic sensor stuff because it's unbalancing- even though logically they would have it in, ahem, real life.
Alien Sensor Array will have ion cannon plugin available for muton side.
X-Com version of ion cannon plugin plugs into hyper-wave decoder.
Civs should probably have no radar at all.
Third side, if the organic aliens, will probably get radar from the central 'brain' buildings but nothing more. Buildings would have highest possible sight range.

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SUPER WEAPONS

Super Weapon:        Charge:  Structure:                  Cost:  Structure Prerequisites:
Alien
  Teleporter          7       Teleporter                  2500   Colony, Technology Node
  Cyclic Teleporter   0       Cyclic Teleporter upgrade^  4000   Colony, Technology Node, +Teleporter, stolen TN
  Ion Cannon          6       Ion Cannon Uplink^          2400   Colony, Technology Node, +Sensor Array
  Psionic Dominator   8       Molecular Control Beacon    4200   Colony, Advanced Cloning Chamber
  Force Shield        5       Force Shield Generator^     2000   Colony, Technology Node, +Colony
  Psionic Sensor      3       Sensor Array                1000   Colony, Elerium Generator

X-Com
  Fusion Missile     12       Fusion Missile Silo         4800   Command Center, Laboratory, Technology Pod: Fusion Weapons
  Spy Plane           3       Air Force Command HQ        1000   Command Center, Living Quarters, Radar
  Sell Unit           0       Service Depot                800   Command Center, Workshop
  Ion Cannon          6       Ion Cannon Uplink           2500   Command Center, Laboratory, +Hyperwave Decoder, stolen TN
  Force Shield        5       Force Shield Generator^     2000   Command Center, Laboratory, +Laboratory, stolen TN

Tech
  Paradrop (1)        4       Airport
  Paradrop (2)       NA       (none)
  Paradrop (A)       NA       (none)

Triffidia:
  Chitinous Armour    5*      ?
  ?                   ?       ?

*can be used several times once charged
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TECH BUILDINGS

Secret Lab logic will be used to award a random tech pod (mc/grav/plasma/fusion).

Oil Derrick     = Elerium Stash:  oil derrick, more at startup(2000), less running (60), sellable for 1000

Airport         = Stays as Tech Airport (6 GIs for X-Com/Civ, neutral GIs for Alien/Triffidia)

Machine Shop    = Secret Lab (see above), Sellable.

Outpost         = copy of mahcine shop

Power Plant     = keep as power plant? (could use art for civs though)

Secret Lab      = ??? one shot sw that destroys self in process?, possibly provides def shield, and/or prereq override for def shield

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GAME MODES

Battle           Standard Battle
Free Tech        All stolen technolgies already available. Tech Pod cost/time adjusted accordingly.
Super-Side       All country-specific stuff available to all countries in side.
Assault          normal battle/assault

Team Battle      No change team (same as Purple Alert).
Team Free Tech
Team Super-Side
Team Assault

Options:
Super Weapons, no minor super mode in this game (all or nothing). paradrops, spyplane, reveal are always on, def shield always on?, iron curtain always on?

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Chrysalid's zombify weapon does not affect Zombies or Chrysalids
Zombie aoe weapon only affects Zombies.

Zombie:
passive=no
retaliate=yes
forceattack=no (don't think this is possible)
primary weapon = attack ground, area damage minimum cell (0.5/1) : kills self w/ primary genetic infdeath
range=4/5

effect: has to get within 4/5 cells of an enemy unit to transform
when shot at will retaliate by moving to within 4/5 cells
will look like it is transforming when shot.
enemy has a chance to kill zombie before it transforms.

problem: can't attack fings.
if forceattack=yes, will be able to shoot ground to transform.

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[NAINDP]
Image=NAPYRA
TechLevel=-1
FactoryType=Building
AIBuildThis=yes

Effect: Alien AI will build a second conyard >>:-)
Use this for third side (build 2 extra conyards - image=ema)
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