[LW_Overhaul.XComGameState_LWReinforcements]
; This only works if the continuous reinforcements subsystem is attached to the mission!
; Alert modifier. Value to add to reinforcement bucket per turn by REGION STRENGTH.
; This amount is adjusted by ALERT_RANDOM_FACTOR. Alerts higher than provided here will
; use the highest value given. Reinforcements will trigger when the bucket reaches 1.0,
; then the bucket is reduced by 1.
+ALERT_MODIFIER[0]=0.1
+ALERT_MODIFIER[1]=0.12
+ALERT_MODIFIER[2]=0.14
+ALERT_MODIFIER[3]=0.16
+ALERT_MODIFIER[4]=0.18
+ALERT_MODIFIER[5]=0.20
+ALERT_MODIFIER[6]=0.22
+ALERT_MODIFIER[7]=0.24
+ALERT_MODIFIER[8]=0.26
+ALERT_MODIFIER[9]=0.28
+ALERT_MODIFIER[10]=0.3
+ALERT_MODIFIER[11]=0.32
+ALERT_MODIFIER[12]=0.34
+ALERT_MODIFIER[13]=0.36
+ALERT_MODIFIER[14]=0.38
+ALERT_MODIFIER[15]=0.40
+ALERT_MODIFIER[16]=0.42
+ALERT_MODIFIER[17]=0.44
+ALERT_MODIFIER[18]=0.46
+ALERT_MODIFIER[19]=0.48
+ALERT_MODIFIER[20]=0.50
+ALERT_MODIFIER[21]=0.52
+ALERT_MODIFIER[22]=0.54
+ALERT_MODIFIER[23]=0.56
+ALERT_MODIFIER[24]=0.58
+ALERT_MODIFIER[25]=0.60
; Randomization factor for the alert modifier. The actual value from the ALERT_MODIFIER table
; above is modified +/- this value expressed as a percentage. E.g. with the factor set to 0.3,
; the regional alert modifier will be randomized by +/- 30% before being added to the bucket each turn.
+ALERT_RANDOM_FACTOR=0.2
; Amount to add to the reinforcement bucket per turn when the 'Rapid Response' Dark Event is active.
; Index by difficulty level.
+RAPID_RESPONSE_MODIFIER[0]=0.02 ; Rookie
+RAPID_RESPONSE_MODIFIER[1]=0.04
+RAPID_RESPONSE_MODIFIER[2]=0.06
+RAPID_RESPONSE_MODIFIER[3]=0.06 ; Legend
; Overall reinforcement speed modifier by diffiuclty
+DIFFICULTY_MODIFIER[0]=-0.1 ; -5 alerts
+DIFFICULTY_MODIFIER[1]=0
+DIFFICULTY_MODIFIER[2]=0.02 ; +1 alert
+DIFFICULTY_MODIFIER[3]=0.04 ; +2 alert
; Reinforcements will start this many steps higher in the queue at certain infiltration levels; negatives are allowed
+QUEUE_MODIFIER=(Infiltration=0.00, Modifier=5)
+QUEUE_MODIFIER=(Infiltration=0.20, Modifier=4)
+QUEUE_MODIFIER=(Infiltration=0.40, Modifier=3)
+QUEUE_MODIFIER=(Infiltration=0.60, Modifier=2)
+QUEUE_MODIFIER=(Infiltration=0.80, Modifier=1)
+QUEUE_MODIFIER=(Infiltration=1.00, Modifier=0)
+QUEUE_MODIFIER=(Infiltration=1.20, Modifier=0)
+QUEUE_MODIFIER=(Infiltration=1.40, Modifier=0)
+QUEUE_MODIFIER=(Infiltration=1.60, Modifier=0)
+QUEUE_MODIFIER=(Infiltration=1.80, Modifier=0)
+QUEUE_MODIFIER=(Infiltration=2.00, Modifier=0)
; This modifies on a mission/activity basis. Activity setting will override mission setting
; BucketModifier = Additive change to bucket each turn, default 0
; BucketMultiplier = Multiplicitive change to bucket, default 1
; AccelerateMultiplier = Bucket will fill this much faster after each reinforcement, default 1
; QueueOffset = Start on this # reinforcement encounter on the continuous list, default 1 (note the list starts at zero)
; ForcedReinforcementsTurn = Force a reinforcement on this turn after trigger. Default -1 (Disabled)
; ReinforcementsTrigger = What event causes the bucket to start filling. Default eReinforcementsTrigger_RedAlert
; CavalryOnly = Only drop reinfs when cavalry turn threshholds are reached and don't otherwise use buckets. Default false. Cavalry is intended as an anti-farming/loitering mechanic.
; CavalryAbsoluteTurn = What turn after the trigger to start dropping cavalry reinforcements (one reinf per turn). Default 28, modified by diff
; CavalryWinTurn = What turn after all strategic objectives are met to start dropping one reinf per turn. Default 12, modified by diff
+MISSION_REINFORCEMENT_MODIFIERS=(ActivityName=Snare, BucketMultiplier=3.0, ReinforcementsTrigger=eReinforcementsTrigger_Reveal)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Hack_LW, BucketMultiplier=1.0, AccelerateMultiplier=0.75, QueueOffset=1, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Hack_ADV_LW, BucketMultiplier=1.0, AccelerateMultiplier=0.75, QueueOffset=1, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Hack_Train_LW, BucketMultiplier=0.9, AccelerateMultiplier=0.5, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=DestroyRelay_LW, BucketMultiplier=1.0, AccelerateMultiplier=0.5, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Recover_LW, BucketMultiplier=1.0, AccelerateMultiplier=0.7, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Recover_ADV_LW, BucketMultiplier=1.0, AccelerateMultiplier=0.7, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Recover_Train_LW, BucketMultiplier=0.9, AccelerateMultiplier=0.5, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Recover_Vehicle_LW, BucketMultiplier=0.9, AccelerateMultiplier=0.7, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=NeutralizeTarget_LW, BucketModifier=0.02, BucketMultiplier=0.6, AccelerateMultiplier=1.00, QueueOffset=1, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Neutralize_Vehicle_LW,BucketModifier=0.02, BucketMultiplier=0.6, AccelerateMultiplier=1.00, QueueOffset=1, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Extract_LW, BucketModifier=0.00, BucketMultiplier=0.6, AccelerateMultiplier=0.90, QueueOffset=-1, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Rescue_AdventCell_LW, BucketModifier=0.02, BucketMultiplier=0.6, AccelerateMultiplier=1.35, QueueOffset=0, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Rescue_Vehicle_LW, BucketModifier=0.00, BucketMultiplier=0.6, AccelerateMultiplier=1.25, QueueOffset=0, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Jailbreak_LW, BucketModifier=0.02, BucketMultiplier=0.6, AccelerateMultiplier=1.35, QueueOffset=0, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Sabotage_LW, CavalryOnly=true, CavalryAbsoluteTurn=35, QueueOffset=5, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=GP_Forge_LW, CavalryOnly=true, CavalryAbsoluteTurn=50, QueueOffset=6, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=GP_Blacksite_LW, CavalryOnly=true, CavalryAbsoluteTurn=45, QueueOffset=6, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=SabotageCC_LW, CavalryOnly=true, CavalryAbsoluteTurn=20, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=AssaultNetworkTower_LW, QueueOffset=1, ReinforcementsTrigger=eReinforcementsTrigger_RedAlert)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Invasion_LW, BucketModifier=0.3, AccelerateMultiplier=1.1, ReinforcementsCap=20, QueueOffset=1, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=RecruitRaid_LW, BucketModifier=0.04, ReinforcementsCap=20, QueueOffset=0, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=IntelRaid_LW, BucketModifier=0.0, ReinforcementsCap=1, QueueOffset=3, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)
; This is the turn count after squad reveal AND strategic objective fulfillment on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
; Disabled by -1 or a positive reinforcement cap.
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[0]=999
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[1]=0
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[2]=-2
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[3]=-4
; This is the turn count after squad reveal on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[0]=999
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[1]=0
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[2]=-4
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[3]=-6