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Even out player and opfor income rules.
Should help fix the anemic enemy forces after the first few turns.
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@ -12,6 +12,7 @@ Saves from 2.3 are not compatible with 2.4.
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* **[Campaign AI]** Reserve aircraft will be ordered if needed to prioritize next turn's CAP/CAS over offensive missions.
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* **[Campaign AI]** Reserve aircraft will be ordered if needed to prioritize next turn's CAP/CAS over offensive missions.
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* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
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* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
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* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
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* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
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* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
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# 2.3.3
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# 2.3.3
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@ -1171,9 +1171,6 @@ REWARDS = {
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"derrick": 8
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"derrick": 8
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}
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}
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# Base post-turn bonus value
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PLAYER_BUDGET_BASE = 20
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CARRIER_CAPABLE = [
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CARRIER_CAPABLE = [
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FA_18C_hornet,
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FA_18C_hornet,
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F_14A_135_GR,
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F_14A_135_GR,
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@ -3,7 +3,7 @@ from __future__ import annotations
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from dataclasses import dataclass
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from dataclasses import dataclass
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from typing import TYPE_CHECKING
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from typing import TYPE_CHECKING
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from game.db import PLAYER_BUDGET_BASE, REWARDS
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from game.db import REWARDS
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from game.theater import ControlPoint
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from game.theater import ControlPoint
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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@ -37,7 +37,7 @@ class Income:
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self.control_points = []
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self.control_points = []
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self.buildings = []
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self.buildings = []
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self.income_per_base = PLAYER_BUDGET_BASE if player else 0
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self.income_per_base = 20
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names = set()
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names = set()
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for cp in game.theater.control_points_for(player):
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for cp in game.theater.control_points_for(player):
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