I've been trying to increase the diversity of available early-game build order choices. To do this, I've increased the cost of early-game buildings like Power Plant and Barracks, while increasing the power consumption of the Refinery. This forces players to make choices with more significant consequences. The cost (money=time spent building) of power and barracks are so low right now that the time you spend building them is totally inconsequential to the build order. This leaves very few options, and most people simply pick Barracks, Refinery, Refinery.
Giving some non-trivial time cost to Power and Barracks will allow people to have more possibilities for different openings.
The Chem Warrior still does good damage vs. wood, but this will allow more distinction between Flamethrower infantry and Chems. People have been complaining there's no reason not to use chem warriors, which is a claim that has some merit.
Currently, the Chem actually does more damage than Flamethrower vs. wood, which doesn't make a lot of sense. This will make the Flamer do a bit more. Chem damage will be at the level of Bazooka now.
After this change, Flamethrower will have double the economic efficiency in damage per dollar vs. wood. (It already had superior efficiency, but not by much).
Moved some traits, including MustBeDestroyed, from ^Building to ^BaseBuilding.
Removed some now superflous traits and trait negations from ^CivBuilding.
Changed Inheritances of all buildable structures to ^BaseBuilding.
Grenade range reduced from 5 -> 4
Grenade speed reduced considerably, from 204 -> 85 (this was its old speed, long ago).
Grenade spread increased to compensate.
Grenadiers are now the fastest infantry. Their weapon is quite powerful but they cannot hit moving targets well. You will have to plan your tactics accordingly.
Tanks are a bit underwhelming in their ability to take down turrets and buildings during an attack. Their ROF has been upped, and their damage vs. wood has been increased.
Their damage % vs. infantry has been lowered to keep it the same DPS.
Light tank bullet speed reduced a bit to make it possible to miss. It's now the same speed as the turret, and still faster than MTNK/HTNK's bullets.
Nuke power plants and HPAD made more resilient vs. airstrike.
Communications Centre made more vulnerable to Ion Cannon. (Used to blow it up, but no more due to spread issue).
Airstrike now destroys basic turrets/GT.
Should not destroy most buildings, though. (Apparently some people were complaining about it being usde for "sniping" buildings too much).
To make damage vs. buildings relatively consistent regardless of how many tiles they occupy, napalm has far less spread now, but much more damage.
Vulcan cannon does more damage vs. heavy armor, but does not damage buildings much. This is because damage it did to buildings varied too much based on building footprint.
Ion Cannon has been a little weak lately. Increasing its spread to make it more effective.
This should maybe be revisited if/when #5120 gets looked at.
Nuke was nerfed into oblivion. Bringing it back.
These values are approximately right. One might ask how much the nuke should be able to destroy adjacent buildings, rather than ones it doesn't hit.
The ROF specified in Laser: is cumulative with the delays specified in structures.yaml.
Removing the delay here because it is redundant and interferes, making the ROF slower than intended.