Kenshi
IWK+: Primitive Tech & Survival
team_on  [developer] 21 May @ 12:27pm
Balance notes
Research/Production balance
* Primitive buildings(T1) - Efficiency based on how hard to make some item using stone, but it shoudn't exceed Camp buildings efficiency.
Can be upgraded, so best level can be compared to T2 buildings
All can be researched via Meditation with Journals

* Basic Camping Buildings(T2) - have about 50% efficiency, but it shoudn't exceed T3 buildings efficiency
Can be upgraded, so best level can be compared to T3
Some low-tech buildings can be researched via Meditation for Journals
OR via Traveling Research Box for free, if it partially(or fully) unlocked through Journals(look into Tech to meditation list google spreadsheet). This researches need to have as requirment Meditation Gate (Meditation) tech
But top levels need at least Traveling Research Box and books.

* Table that list what research can be unlocked by Meditation - https://docs.google.com/spreadsheets/d/1LY794Dv9k88ckV4kEwXlrzWZA31v0UmEbhRVLXoT_Gc

* Advanced Camping Buildings(T3) - have efficiency -30% from Normal Buildings, but less than Normal Building(check normal buildings stat, because it sometimes less than 100%).

* City Buildings(T4) - 100% efficiency.
Can be upgraded, like vanilla Kenshi do.

* Dont change vanilla kenshi research tree, it gonna break other mods(like indoor processing or storage mods...)

* Сonsecutive research should consume more books and time with each level.

* Medidation research usually needed 2 hours and 2 journals. But each consecutive research add 1 more hour and 2 more journals.
Storage research start from 1 hour and 2 journals.

* All Lvl0 tech without cost should have Meditation Gate (Meditation) as requirment, so it can't be researched right from start.

* Set *production mult* with exactly same values, for buildings that do same stuff(like Bread Oven and Camp Bread Oven. Or Fishing Rods). Change *output rate*(efficiency) insted, so player can see it on UI.

* For alternative crafting recipies(like craftspot do), you need to set right *production mult*. Firstly set *output per day* to true. Then look into item *production time* and set *output rate* to produce exactly same number of items during 24 hours. For example, Axe have *production time*=3. So Craftspot(Axe) have *production mult*=8. Then you can change *output rate* to make it faster/slower.

Buildings balance
* Follow Rules of Unclattered Building Tab[/url * Follow Rules of [url]IWK+ Cross-mod Tents Integration

* Follow Rules of IWK+ Cross-mod Fishing Integration

* Don't spam with storages. If you add a single item that needs a specific storage, reconsider it to add it to list of existing repositories if appropriate.

Materials balance
* Logs, Stones - for primitive buildings
* Wood Sticks - for almost all non-production buildings
* Wood Lumber - for almost all production buildings
* Animal Skin, Fabrics, Camp Kit - for Shelters
* Rope - storage + ?
* Rice Straw - storage + ?

Gamestart balance
* Dummy tech(start with _ and gamestart.research) explicitly catagorized by this logic:
_Default Start - start with things, that every person in Kenshi world should know. Race, citizenship and position in society doesn't matter. For example: how to make sticks from wood or lit a primitive campfire.
_Low Start - same as _Default Start. Not used in any included starts.
_EvenLowerStart - start without basic logging and Small Shack. Used in Freedom Seekers only
_Primitive start - start with nothing
_@ - it's prefix for labels tech. This tech shoudn't give anything, it's just a marker for modders, what gamestart category it is.

* All Vanilla, IWK+ and this mod gamestarts splitted into this categories(let's call them gamestart category, or GC):
- Primitive GC - uses "_Primitive start"
Mean to start as primitive people with nothing researched and almost nothing in inventory. It's a stone age starts.
Additional starting research: none
Additional starting items: none
List: Primitive Wanderer, Primitive Hive Exile, Primitive Rock Bottom, Primitive Random Spawn

- Survival GC - marked as "_@survival"
Mean to start in harsh condition, so no additional research and items
Additional starting research: none
Additional starting items: none
List: Slaves, Hive Exile, Rock Bottom, Nobodies, IWK+ "Comfy Hub Welcome Start", IWK+ "Wilderness Wanderer : Mountain Top", IWK+ "Wilderness Wanderer : Forest", IWK+ "Wilderness Wanderer : Desert", IWK+ "The Mud Folk", IWK+ "The Beaten Down Potatoe Farmers", IWK+ "The Rat Trapper", IWK+ "The Last Remnant", IWK+ "Wilderness Wanderers : Desert", IWK+ "Wilderness Wanderers : Forest", IWK+ "Wilderness Wanderers : Mountain Top"

- Camping GC - marked as "_@camping"
Mean to start as a guy, who capable of some basic camping.
Additional starting research: Logging I, Camp Cooking I, Camp Shelters I
Additional starting items: Axe
List: Wanderer, Holy Sword, Cannibal Hunters, Guy with a dog, IWK+ "The Wandering Monk", IWK+ "The Tech Hunter", IWK+ "The Moonshiner", IWK+ "The Kamakura Clan", IWK+ "The Lost Ronin"

- Citizen GC - marked as "_@citizen"
Mean to start as an ordinary citizen, so additional research and items
Additional starting research: none
Additional starting items: none
List: Wandering Trader, Son of a Captain, Holy Nation Citizen, Empire Citizen

- Base builder GC - marked as "_@builder"
Mean to start as a group, who going to do some basebuilding right from start.
Additional starting research: none
Additional starting items: Axe, Pickaxe, Handwas, Tools, Hoe
List: Freedom Seekers

- Special GC - added "_@special"
It's not separate category. It's works in addition to previous, to show that this start have something in addition. While all starts have difference, this category should mark starts that have a lot of it, so it completely changes gameplay for beggining.
Additional starting research: various, depends on lore
Additional starting items: various, depends on lore
List: Freedom Seekers, IWK+ "Comfy Hub Welcome Start", IWK+ "Wilderness Wanderer : Mountain Top", IWK+ "Wilderness Wanderer : Forest", IWK+ "Wilderness Wanderer : Desert", IWK+ "The Mud Folk", IWK+ "The Beaten Down Potatoe Farmers", IWK+ "The Wandering Monk", IWK+ "The Rat Trapper", IWK+ "The Tech Hunter", IWK+ "The Moonshiner", IWK+ "The Kamakura Clan", IWK+ "The Lost Ronin", IWK+ "The Last Remnant", IWK+ "Wilderness Wanderers : Desert", IWK+ "Wilderness Wanderers : Forest", IWK+ "Wilderness Wanderers : Mountain Top"
Last edited by team_on; 21 May @ 12:30pm