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Biological warfare 1.4 - 1.5
About This Mod
In Biological Warfare, two new machines, five buildings, more than 30 new items, and three entirely new value chains were introduced. This allows the player to turn an ill settler into a weapon, which is a huge advantage. The disease will no longer be perceived as a negative event, but rather as an opportunity to fortify its colonies.
what happened to the balance sheet?
Biological weapons have a wide range but act relatively long to be defeated. Classic explosions have a small destructive radius, but in most cases they kill everyone around instantly. That's why I think the weapons added by this fashion are balanced and fair compared to conventional games.
In addition, pathogenic gases can infect a pawn only 2 times before disappearing. Therefore, it is lethal to small groups of pawns, and at the same time can not completely destroy, for example, the raid of a huge tribe.
The basic damage ratio is fully customizable in the mode settings. If you want, you can disable most damage from contagion or make it more powerful.
Compatibility:
Here is a list of add-ons that are built into other mods:
Added anomalies - Necroa alcovirus (including all weapons and antigens related to it).
Biotechnology - corrects genes of full immunity to fight necrosis and the development of infections caused by rock.
Extension of Vanilla Genetics - Great potassium is a disease that can be infected, and it's a common sample of rock
Here is a list of incompatible modifications:
Fine-tuning of the Abundance gas rocket systems cannot be configured like other electrically powered buildings, but there are no other problems.
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