This mod improves the default campaign. The executives and perks have many problems corrected.
Instructions: Be on next_version. Download https://cdn.discordapp.com/attachments/158042656587382784/164486603513921538/campaign-rebalance.zip, extract the contents into \Documents\My Games\Offworld\Mods, then start Offworld, go to Options->Gameplay and select the mod. On the main menu, the bottom left should now say "Version XX (mod-name YY)" instead of just "Version XX".
Warning: if you update the mod or game in the middle of a campaign, your campaign save may be corrupted and you'll have to start a new campaign.
Here's a video of pbhead playing Sam. There are spoilers.
Changelist:
You can play as all 9 executives, not just 4. They are differentiated. In order of least to most skill requirement, they are Raskolnikov, Maisie, Crichton, Reni, Joji, Kamat, Dawson, Rubini, Sam.
Perks are permanent, since permanent perks are fun. Balance is accomplished in better ways.
Each executive trades one engineer for cash every turn. This prevents repetitive strategies, by stopping executives from just becoming faster versions of themselves. Plus, competitors no longer have unreadably long perk lists, and losing a round still lets you purchase something.
Resource shipments buffed. Possible shipments are now the 5 primary resources and electronics, which prevents broken mechanics.
BM perks no longer appear on-found (which was annoying) or on specific HQ levels (hard to keep in mind). They are now on-upgrade, worth 150k-250k. Their increased strength also means players don't need to read long lists of small perks.
Free Building perks appear at HQ level 2 for Water, Quarry, Mine, and Geotherm. On-found buildings cause involuntary and random ganking. The claim selection between level 1 and level 2 introduces decision-making, thus reducing the randomness.
Patents changed to appear on HQ level 3/4/5 instead of being on-found. This balances their change from temporary to permanent. For now, there is a bug in the main game code that prevents <onHQlevel> from working with patents; all patents are given on-found instead.
Hints are replaced by flavor text. Placeholder flavor text is replaced by better flavor text.
Removed colony bonuses, which are poorly designed.
v21: Sam gets Free Hacks.
v22: shipments now 150k. v22.1: Sam loses her 2x water shipment, since she already has a Free Water Pump. 22.2: no PD engineers show up in the pool, and no Free PD perk, except for Raskolnikov. Unfortunately, free PD auctions still show up. I cannot change these auctions, since changes to them will apply to skirmish as well, and I don't want that.
v22.3: forgot I left Maisie with 2x PD, those are gone now. Raskolnikov's life is miserable enough already without Maisie punching him in the face
v23: loading hints replaced by flavor half the time. Because hints are not separated into their own xml file, this is the best I can do.
v24: between-round choices now properly randomized, after the xml file structure changed. 24.1: whoops, forgot to actually add the new file in. 24.2: remaining hints are gone, thanks to Soren for the help.
v24.3: Blues taught me how remove.xml actually works and corrected the version in the mod. because of differences between beta 10 and beta 11, I don't understand what's going on, but hopefully it's fine. the goal here is to remove the errors showing up in output_log.txt, such as "Missing read for attribute: iScanChange in Data/colony-bonus". in terms of gameplay, there are no changes. if everything works out, you won't see any differences unless you're looking through log files.
v24.4: glass shipments changed to electronics shipments
v24.5: Crichton's double Free Engineering Lab changed to Free Engineering Lab per upgrade
v25: Joji used to have 1 Offworld Market Engineer, now he has 5. v25.1: his other engineers have gone missing
v26: design documents all organized. You can read them in the zip. No gameplay changes.
v27: Rubini's engineers changed to make him a little more coherent, but he's still not in an interesting position.
v27.1: Maisie gets all HQ types
Credit to:
Blues for fixing a bug that made the mod not load, another bug that made the perks not load, another bug that made the flavor not load, another bug that made the event turn option not randomize, and another bug which produced errors in the log.
pbhead for recording his playthrough, resulting in lots of balance changes
Gameslayer for giving me an updated perk.xml and making suggestions