Jagged Alliance 3

Jagged Alliance 3

BCE Outposts & Mines
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更新于:1 月 31 日 下午 9:29
作者:whahappen

v1.18
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)
+ grow edibles

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of wheat (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> harvesting of apples (optional manual labor)
-> harvesting of bananas (optional manual labor)
-> harvesting of cacao (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

-----------------------------------------------

Compatibility & Requirements
+ requires Basic Crafting Economy 4.84+
+ requires Chinese Multitool
+ almost requires BCE Enemies mod, but left open to your decision and desire to do experiments
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3350565285
+ suggested to play together with BCE Markets to get all market places to sell your goods in the world
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3243635763
+ not compatible with Evermine
+ semi compatible with Tactical AI Project - if you want to mix this, you should in any way use BCE Enemies & Rato's Explosive Overhaul in additon and switch off all mod options of TAIP
+ installation during an existing run can be problematic and some changes do not take effect while others will, it is suggested to start a new run

-----------------------------------------------

Basic Crafting Economy Collection
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3169772611
(Collection of mods that work well with BCE series)

-----------------------------------------------

更新于:1 月 30 日 上午 8:23
作者:whahappen

v1.17
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)
+ grow edibles

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of wheat (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> harvesting of apples (optional manual labor)
-> harvesting of bananas (optional manual labor)
-> harvesting of cacao (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

-----------------------------------------------

Compatibility & Requirements
+ requires Basic Crafting Economy 4.84+
+ requires Chinese Multitool
+ almost requires BCE Enemies mod, but left open to your decision and desire to do experiments
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3350565285
+ suggested to play together with BCE Markets to get all market places to sell your goods in the world
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3243635763
+ not compatible with Evermine
+ semi compatible with Tactical AI Project - if you want to mix this, you should in any way use BCE Enemies & Rato's Explosive Overhaul in additon and switch off all mod options of TAIP
+ installation during an existing run can be problematic and some changes do not take effect while others will, it is suggested to start a new run

-----------------------------------------------

Basic Crafting Economy Collection
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3169772611
(Collection of mods that work well with BCE series)

-----------------------------------------------

更新于:1 月 26 日 上午 3:03
作者:whahappen

v1.16 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)
+ grow edibles

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 23 日 下午 11:58
作者:whahappen

v1.15 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 23 日 下午 11:06
作者:whahappen

v1.14 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 22 日 下午 3:25
作者:whahappen

v1.13 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 18 日 下午 3:03
作者:whahappen

v1.12 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 18 日 下午 1:37
作者:whahappen

v1.11 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 13 日 上午 10:12
作者:whahappen

v1.10 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

更新于:1 月 10 日 上午 12:46
作者:whahappen

v1.09 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content