So here's my first shot.
New techs:
1059489950.txt
New facilities:
1059489990.txt
New components:
1059489990.txt
These are just to flesh out concepts. Numbers, cost, etc. are all extremely rough. This is my first attempt at any kind of mod, so I'm sure these are unbalanced.
Overview:
1)Added 2 new techs under Psychology-Applied Poli Sci, Political Indoctrination, and Experimental Psychology.
2)Level 2 Psychology gives access to Advanced Psychological Analysis, Advanced Political Indoctrination, and Advanced Experimental Psych.
3)Applied Poli Sci (1-3)gives:
* Urban Pacification Center(unchanged)
* Propaganda Center(fac)= +2/+4/+6% to min, rad, org, intel, and research points (government rallying the workers)
* Secret Police HQ (fac)= +to intel, -to all other production (secret police root out spies but have bad effect on morale/economy)
4)Political Indoctrination (1-3) gives:
*Commissar(comp)-bonus to combat, self destruct (forcibly improves morale, will not allow surrender)
*Fanatical Crew (comp)=crew quarter provides extra boarding defense, more hit points, and combat bonuses
5)Experimental Psychology(1-3) gives:
*Psychotropic Drugs (comp)=bonus to offense, penalty to defense
6)Advanced Psych Analysis (1-3)gives:
*Xeno Profiling Center(fac)=system wide bonuses to combat
7)Advanced Political Indoctrination(1-3)gives:
*Banzai pods(comp)=hard to kill kamikaze fighters
*Suicide Assault (comp)=troopers jump onto enemy hull,(high damage, range 1, skip shields, massive supply use, reload 30)
8)Advanced Experimental Psych (1-3)gives:
*mind blank crew (comp) combines crew quarter/bridge/life support and MC with self destruct-hopefully will create a crew immune to subVersion,immune to virus, and will blow themselves up instead of capture. Also gives combat bonuses.
All balance, naming, modding, or new idea suggestions are appreciated.
Thanks