About this mod

Basic Crafting Economy Gameplay Suite - for Jagged Alliance 3
+ Overhaul of a large number of aspects of the game
+ Full weapon overhaul
+ 90+ new weapons
+ 160+ new armors
+ New gameplay
+ New loot
+ New starting gear
+ A completely new and upgraded experience

Permissions and credits
Changelogs
------------------------------------------


Basic Crafting Economy


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

+ over 500 new items, resources, tools, armors & weapons
+ 160+ new armors in Armor Crafting Economy
+ 90+ new guns in BCE Guns Crafting System
+ hunt for Green Diamond Fragments to craft super gear
+ Biff event timer increased from 38 days to 78 days
+ 322 diamond deal endgame missions: Green (#50), gold (#136), red (#136)
+ Pandora's Box endgame
+ crafting to squad bag enabled
+ modified medical & hospital treatment
+ merc start gear additions based on stats
+ new tools: multitool, mortar, laptop, workbench, book of knowledge & more
+ parts gathering increased, gather an unknown plant instead of meds
+ new medical line products & food system (10 new drugs, 9 foods, bandage, re-skill serum, Elixir of Life, etc.)
+ mercs can loot areas or do long term labor for guaranteed payments
+ trading with gold bars at cities & outposts to gain value or get useful items
+ armor crafting, upgrading & recycling, remove weave paddings & recycle ceramic plates
+ pick BCE addons such as BCE Guns to customize your gameplay
+ 17 newly designed boat shipments:
#01 Diamond Briefcase Shipment (normal attack)
#02 Pipes Shipment (normal attack)
#03 Dollars Shipment #1 (normal attack)
#04 Dollars Shipment #2 (reinforced attack)
#05 Weapons Shipment (reinforced attack)
#06 Plant Materials Shipment (normal attack)
#07 Screws Shipment (normal attack)
#08 Big Diamond Shipment (reinforced attack)
#09 Armor Upgrades Shipment (normal attack)
#10 Ores Shipment (normal attack)
#11 Gold Shipment (strong attack)
#12 Computer Parts Shipment (strong attack)
#13 Lunchbox Shipment (reinforced attack)
#14 Chemicals Shipment (very strong attack)
#15 Cellphone Shipment (very strong attack)
#16 Alien Weave Shipment (deadly attack force)
#17 Drugs Shipment (deadly attack force)
+ Alien Technology items: Nanosuit, Alien Ravager Armor, Alien Weave, Alien Security Boxes & more
+ Pandora's Box endgame upgrade

Gameplay Summary

Players gather an unknown plant instead of meds. Plant Material can be crafted to
either Meds or Burlap. Burlap is the basis for crafting Strong Fabric,
which is needed for armors. They can be
used to craft Steel Pipes, which become Gunmetals and Screws.
A Multitool and a Mortar Tool will improve your salvaging efficiency
compared to the wirecutter. In order to craft higher tier weapons, you
are in demand of software, which is downloaded and burned on CDs from a
Laptop tool.

Super Steel is being created from Carbides and metal ingots. But you can
also use Carbides to craft Composite, which is the newest technology for
Armor Crafting Economy armors.

In order to fill those demands players can salvage and recycle diamond briefcases, armors, ceramic
plates and many more items using their tools. Mercs can do labor in
cities & facilities to get guaranteed payments. Or they search the
surroundings for random loot and see if they get lucky.

The Green Diamond Device wants to be crafted in mid to late game in order to get
the highest tier equipment from BCE Guns mod.

Have fun & good luck!
(feedback is appreciated)

--

Compatibility

- Compatible with all mods that do not change the crafting of
ammo & explosives or use the craft ammo & explosives
operations for different purposes.´
- Not compatible with Timmeh's Toolbox mod.
- Not compatible with Timmeh's Field Medic mod:
This breaks the food and drug items of BCE.
- Uninstalling Field Medic mod does not fix it.
Once you use it, it will break character effects forever.
Needs a fresh game start to be fixed.

--

Requirements

- Chinese Multitool
- BCE addons such as BCE Loot, BCE Gun Crafting System, Armor Crafting Economy to extent the economy

--



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                       Basic Crafting Economy Guns

+ Vanilla Weapons Rebalance made for Basic Crafting Economy +
+ can be used standalone +


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- Weapon overhaul of the standard JA3 weapons

- Attachment overhaul of all guns

- Improved combat & weapon mechanics

- Bobby Ray's overhaul

- Melee overhaul

- 95 guns added, 16 guns replaced (130 total):

Bolts
+ Junk Xbow
+ Compound Xbow
+ Hunting Xbow
+ Tactical Xbow
+ Apex Xbow

5.56
+ M4 Carbine(replaces old AR-15)
+ SOCOM M4A1
+ MK18 CQBR
+ M16A1 (replaces old M16A2)
+ M16A4 MWS
+ C7CT
+ G36K(replaces old G36)
+ G36
+ MG36
+ M85 SBR(replaces old AKSU)
+ FAMAS Commando
+ Type 84S
+ M249 SAW
+ HK23E
+ AUG A1
+ AUG HBAR-T
+ [Junk Rifle (after barrel upgrade)]
+ [Malyuk (after barrel upgrade)]

7.62 NATO
+ G98 ZF
+ M1 Garand
+ M1A Scout(replaces old M14)
+ M21
+ M40(replaces old M24)
+ M24A2 SWS
+ M14A1
+ M14 DMR
+ SOCOM 16
+ M14 EBR Custom
+ ACE 53
+ L1 A1 SLR(replaces old FN FAL)
+ G1
+ FN FAL - Battle Rifle
+ M60
+ Mk 48 mod 1
+ HK41
+ G3
+ G3A3 DMR
+ MSG90A1
+ Galil ARM(replaces old Galil)
+ Galatz
+ Galil LMG

7.62 x 54
+ Mosin PU
+ SVT-38
+ SVT-40
+ AVT-40
+ M76
+ Heavy AKM
+ PKM
+ Type 85
+ Dragunov Cпециальный Custom
+ SVDM
+ [Junk Rifle (after barrel upgrade)]
+ [RK-048 AMR (after barrel upgrade)]

7.62 x 39
+ SKS
+ StG 44
+ AKMS
+ AMD-63
+ AK-103(replaces old AK74)
+ AK-103 Custom
+ CS/LR11
+ RPK (replaces RPK-74)
+ M72
+ ACE 32
+ Malyuk
+ AKS-74UN Huntsman
+ [Junk Rifle (after barrel upgrade)]

9 x 39
+ OTs-14 Groza
+ VSS Vintorez
+ [Junk Rifle (after barrel upgrade)]

.338 Lapua Magnum
+ M24A3 SWS
+ PSG-1 Custom
+ G3 Magnum
+ [Junk Rifle (after barrel upgrade)]

.50 BMG
+ G82A1
+ Barrett M107
+ RK-048 AMR
+ AT Cannon
+ [Junk Rifle (after barrel upgrade)]

.50 AE
+ Desert Eagle (after barrel upgrade; replaces .50 BMG Desert Eagle)
+ [Junk Rifle (after barrel upgrade)]
+ Full ♥♥♥♥♥♥ Auto Deagle

.44
+ Winchester 1892 Carbine (replaces Winchester 1894)
+ Winchester M94
+ M29 Revolver
+ Beretta 96
+ Glock 20
+ Junk Rifle

.45 ACP
+ M1911
+ UMP
+ MAC-10
+ Thompson M1A1
+ UZI Carbine
+ P250
+ [USP (after barrel upgrade)]

9mm
+ P38
+ Makarov
+ MP5K one-handed(replaces two-handed MP5K)
+ Custom MP5
+ HK94/SG-1
+ AUG SMG(replaces AUG)
+ Glock 17(replaces Glock 18)
+ Glock 18
+ USP
+ MP38 (replaces MP40)
+ MP40/I
+ Skorpion

Shotgun
+ Messenger Gun
+ AA-12 CQB
+ Savage 720
+ Remington 11
+ SPAS-12
+ Super Shorty

Ordance
+ Enhanced RPG-7
+ Enhanced MGL
+ Enhanced Mortar
+ AT Prototype Rocket Rifle

Melee Weapons
+ Kukri
+ Saber
+ Short Sword
+ Alien Eradication System

Throwable Melee Weapons
+ Survival Knife
+ Combat Bowie
+ Tanto
+ Alien Dagger

Melee Overhaul
+ Use sharpenig stones to repair your melee weapons
+ The higher the condition the higher the damage
+ Throw knives from inventory

Dual Shots
+ Fixed for single fire and burst weapons

Ammo Effects
9mm penetrates no armors
.45 ACP penetrates no armors
.44 Magnum penetrates no armors
5.56 penetrates light armors
7.62 x 39 penetrates light armors
.50 AE penetrates light armors
9 x 39 penetrates light armors
7.62 x 54 penetrates light and medium armors
7.62 NATO penetrates light and medium armors
.338 penetrates light and medium armors
.50 cal penetrates light, medium and heavy armors

Penetration levels: none, light, medium, heavy
AP: +1 penetration
HP: -1 penetration, +36% crit
Match: +1 Aim Accuracy
Shock: -2 range, +36% crit, exposed, bleeding, -1 penetration
Tracer: exposed
Subsonic: -50% noise
BMG HE: -1 penetration, + 36% crit
BMG Slap: +3 damage
BMG Incediary: exposed, burning
Breacher: +2 penetration, -21% range, +36% cone
Saltshot: +3 range, -36% cone
Flechete: +72% cone, -42% damage, -2 range

- Suppressor Realism Update:
+ Improvised: 20% noise reduction
+ Suppressor: 40% noise reduction

- New ammo & explosives
+ PG-7V Rocket (replaces HE Rocket)
+ PG-7VL Rocket
+ 40mm Napalm
+ 40mm Mustard Gas
+ 40mm Smoke
+ Explosive Mini Rocket
+ Mustard Gas Mini Rocket
+ Napalm Mini Rocket
+ .338 Lapua Magnum Standard
+ .338 Lapua Magnum AP
+ .338 Lapua Magnum HP
+ .338 Lapua Magnum Match
+ 7.62 x 54 Standard
+ 7.62 x 54 AP
+ 7.62 x 54 HP
+ 7.62 x 54 Match
+ .50 AE Standard
+ .50 AE AP
+ .50 AE HP
+ .50 AE Match
+ .45 ACP Standard
+ .45 ACP AP
+ .45 ACP HP
+ .45 ACP Match
+ 9 x 39 Subsonic
+ Junk Bolt
+ Poisoned Junk Bolt
+ Composite Bolt
+ Poisoned Compound Bolt
+ Razor Bolt
+ Heavy Bolt
+ Spectacular Bolt
+ Carbon Bolt
+ Subsonic ammo

- Explosives Effect Changes
+ Grenades thrown by hand require strength stat, not explosives
+ Concussive Grenades/40mm Flashbangs inflict blinded, slowed, numbness & knockdown
+ Molotov/Napalm inflict suppressed to targets on hit in addition to burning
+ Mustard Gas Grenades inflict tiredness to targets on hit in addition to choking
+ Tear Gas Grenades inflict tiredness to targets on hit in addition to blinded
(& more)

- due to the weapon replacements, you will always get an L1 A1 SLR instead of an FN FAL,
an M1A instead of an M14, an AKM instead of an AK74, a Zastava M85 SBR instead of
an AKSU and an M40 instead of an M24 when it drops from enemy loot,
crates and as well from vendors at markets. Please keep that in mind when buying.
They are licenced version and hence use shared 3D models with the respective vanilla weapons

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BCE Armors

+ overhaul of vanilla armors +
+ over 160 new armors +
+ upgrade kits to upgrade armors in tier or build camouflage +

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- rebalance of vanilla armors
- new armors and upgrade kits can be purchased from Bobby Ray's
- new armors can be crafted from using Basic Crafting Economy
- vanilla armors can be crafted & upgraded from Basic Crafting Economy
- gas mask helmets (15) and night vision helmets (23)
- crafting to squad bag is enabled
- all 3 slots (body armor(20%)/helmet(15%)/leggings(15%)) have effect on total camo of your mercs
- suggested to play in combination with Basic Crafting Economy & BCE Loot:
(both mods enable you to gather all the crafting resources you need)
- BCE Armors, however, can be used standalone
- Armors as well as upgrade kits are available at Bobby Ray's for that reason

---

Crafting Resources

Flak Upgrade Kit(in ACE & Bobby Ray's)
Camo Upgrade Kit(in ACE & Bobby Ray's)
Kevlar Upgrade Kit(in ACE & Bobby Ray's)

---

Regular Armors

Sheriff Vest (medium)
Sheriff Vest Padded (medium)
Sheriff Vest Kompositum 58 (medium)
Sheriff Vest Ceramic Plates (medium)
FBI Body Armor (medium) <- Sheriff Vest + 4x Kevlar (upgrade)
FBI Body Armor Padded (medium)
FBI Body Armor Kompositum 58 (medium)
FBI Body Armor Ceramic Plates (medium)
Desert Camo Vest (medium) (camo)
Desert Camo Vest Padded (medium) (camo)
Desert Camo Vest Kompositum 58 (medium) (camo)
Desert Camo Vest Ceramic Plates (medium) (camo)
Mercenary Vest (medium)
Mercenary Vest Padded (medium)
Mercenary Vest Kompositum 58 (medium)
Mercenary Vest Ceramic Plates (medium)
Heavy AMCU Vest (heavy) (camo)
Heavy AMCU Vest Padded (heavy) (camo)
Heavy AMCU Vest Kompositum 58 (heavy) (camo)
Heavy AMCU Vest Ceramic Plates (heavy) (camo)
Heavy AMCU Armor (heavy) (camo)
Heavy AMCU Armor Padded (heavy) (camo)
Heavy AMCU Armor Kompositum 58 (heavy) (camo)
Heavy AMCU Armor Ceramic Plates (heavy) (camo)
Heavy AMCU Pants (heavy) (camo)
Heavy AMCU Pants Padded (heavy) (camo)
Heavy AMCU Pants Kompositum 58 (heavy) (camo)
Heavy AMCU Helmet (heavy) (camo)
Heavy AMCU Helmet Padded (heavy) (camo)
Heavy AMCU Helmet Kompositum 58 (heavy) (camo)
Steel Warrior Helmet (heavy) (gas protection)
Steel Warrior Helmet Padded (heavy) (gas protection)
Steel Warrior Helmet Kompositum 58 (heavy) (gas protection)
Woodland M81 Flak Vest (light) (camo)
Woodland M81 Flak Vest Padded (light) (camo)
Woodland M81 Flak Vest Kompositum 58 (light) (camo)
Woodland M81 Flak Vest Ceramic Plates (light) (camo)
Woodland M81 Flak Jacket (light) (camo)
Woodland M81 Flak Jacket Padded (light) (camo)
Woodland M81 Flak Jacket Kompositum 58 (light) (camo)
Woodland M81 Flak Jacket Ceramic Plates (light) (camo)
Woodland M81 Flak Helmet (light) (camo)
Woodland M81 Flak Helmet Padded (light) (camo)
Woodland M81 Flak Helmet Kompositum 58 (light) (camo)
Woodland M81 Flak Leggings (light) (camo)
Woodland M81 Flak Leggings Padded (light) (camo)
Woodland M81 Flak Leggings Kompositum 58 (light) (camo)
Ghillie Head Cover (light) (camo)
Ghillie Head Cover Padded (light) (camo)
Ghillie Jacket (light) (camo)
Ghillie Jacket Padded (light) (camo)
Ghillie Jacket Ceramic Plates (light) (camo)
Ghillie Leggings (light) (camo)
Ghillie Leggings Padded (light) (camo)
Light NV Helmet (light) <- Light Helmet + NVG (combine)
Light NV Helmet Padded (light) <- Light Helmet Weave + NVG (combine)
Light NV Helmet Kompositum 58 (light) <- Light Helmet Kompositum 58 + NVG (combine)
Light Camo Vest (light) (camo)
Light Camo Vest Padded (light) (camo)
Light Camo Vest Kompositum 58 (light) (camo)
Light Camo Vest Ceramic Plates (light) (camo)
Light Camo Helmet (light) (camo)
Light Camo Helmet Padded (light) (camo)
Light Camo Helmet Kompositum 58 (light) (camo)
Medium Camo Body Armor (medium) (camo)
Medium Camo Body Armor Padded (medium) (camo)
Medium Camo Body Armor Kompositum 58 (medium) (camo)
Medium Camo Body Armor Ceramic Plates (medium) (camo)
Gasmaskenhelm (medium) (gas protection)
Gasmaskenhelm Padded (medium) (gas protection)
Gasmaskenhelm Kompositum 58 (medium) (gas protection)
Shaman Helmet (medium)
Shaman Helmet Padded (medium)
Shaman Helmet Kompositum (medium)
Shaman Leggings (medium)
Shaman Leggings Padded (medium)
Shaman Leggings Kompositum (medium)
Shaman Body (medium)
Shaman Body Padded (medium)
Shaman Body Kompositum (medium)
Shaman Body Ceramic Plates (medium)
Reinforced Gas Mask (light)
Reinforced Gas Mask Padded (light)
Reinforced Gas Mask Kompositum (light)
Gas Mask Padded (light)
Gas Mask Kompositum (light)

---

Composite Armors

Scout Flak Armor Series (20 pieces)
+ Helmet T1, T1NV, T2, T2NV, T3, T3NV, T4, T4NV (camo)
+ Body Armor T1, T2, T3, T4 (camo)
+ Vest T1, T2, T3, T4
+ Pants T1, T2, T3, T4 (camo)

Kevlar Battle Armor Series (20 pieces)
+ Helmet T1, T1NV, T1 Gas Mask, T2, T2NV, T2 Gas Mask, T3, T3NV, T3 Gas Mask, T4, T4NV, T4 Gas Mask
+ Armor T1, T2, T3, T4
+ Pants T1, T2, T3, T4

Kevlar Raider Armor Series (20 pieces)
+ Helmet T1, T1NV, T2, T2NV, T3, T3NV, T4, T4NV (camo)
+ Vest T1, T2, T3, T4 (camo)
+ Jacket T1, T2, T3, T4 (camo)
+ Pants T1, T2, T3, T4 (camo)

Heavy Marauder Armor Series (16 pieces)
+ Helmet T1, T1NV, T2, T2NV, T3, T3NV, T4, T4NV (camo)
+ Body Armor T1, T2, T3, T4 (camo)
+ Pants T1, T2, T3, T4 (camo)

(can be crafted and upgraded with camo, flak & kevlar upgrade kits, NV goggles, gas mask)

---

Upgrades for Composite Armor Series:

T1 -> T2
Flak (1x Flak Kit)
Kevlar (1x Kevlar Kit)
Heavy (1x Kevlar Kit)

T2 -> T3
Flak (2x Flak Kit)
Kevlar (2x Kevlar Kit)
Heavy (2x Kevlar Kit)

T3 -> T4
Flak (3x Flak Kit)
Kevlar (3x Kevlar Kit)
Heavy (3x Kevlar Kit)


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BCE Loot

BCE Loot fills loot crates, quest rewards, NPC gear & gunboats with:
- Basic Crafting Economy items
- BCE Armors
- BCE Guns & Gun Crafting System items

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Changes
- Ernie Island has a different opening and offers several ways to proceed the game
- All loot crates are changed
- Crafting materials drop in addition to regular drops
- Lalee Lewaylender sells loot crates for Big Diamonds instead of Tiny Diamonds
- Loot crates contain major rewards for turning Big Diamonds in
- Cacao junk trader sells useful stuff
- Major gunboat overhaul
- Scouting for intel grants better loot
- Cacao junk harvesting overhauled
- Quest rewards enhanced
- NPC gear enhanced
- Merc start gear overhauled
- Increased drops
- Special locations and events give special loot



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

BCE Guns - Crafting System
made for Basic Crafting Economy

Crafting implementation of

BCE Guns
(made from original JA3 components)

+ 8 Melee Weapons
-------------------------------------------------------------

Requirements

1. BCE Guns
2. Basic Crafting Economy

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

View recipes in Basic Crafting Economy forum @Nexusmods

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Melee Throwable

[Survival Knife] <= Gunmetals + Micarta Handles + 2x Sharpener + 3x CS (SO)
(gray box)

[Combat Bowie] <= Super Steel + Micarta Handle + 2x Sharpener + 2x Balancing Weight + 16x CS (SO)
(blue box)

[Tanto] <= Super Steel + Micarta Handle + 2x Sharpener + 2x Balancing Weight + 16x CS (SO)
(blue box)

[Alien Dagger] <= Green Diamond Fragment + Super Steel + Micarta Handle + 3x Balancing Weight +5x Composite + 32x CS (SO)
(red box)


[5x Hunting Knife] <= Steel Ingot + Material Production Intel (SO)

-------

Melee

[Kukri] <= Gunmetals + Micarta Handles + 2x Sharpener + 3x CS (SO)
(gray box)

[Saber] <= Super Steel + Micarta Handle + 2x Sharpener + 2x Balancing Weight + 16x CS (SO)
(blue box)

[Short Sword] <= Super Steel + Micarta Handle + 2x Sharpener + 2x Balancing Weight + 16x CS (SO)
(blue box)

[Alien Eradication System] <= Green Diamond Fragment + Super Steel +
Micarta Handle + 3x Balancing Weight +5x Composite + 32x CS (SO)
(red box)


-

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


BCE Markets


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

Content

Overhaul of the market vendors in H9 Fleatown & K9 Port Cacao Docks.
Conversion of GC-Vendors.
Thanks to permanent666 to allow me to convert this great mod for BCE.

New:
Poachers Camp - C5 is a market with 24 vendor stalls. It offers a variety of weapons, ammo and crafting materials.
Smugglers Port - B2 is a market with 5 vendor stalls.
Landsbach Docks - B13 - Landsbach Weapon Dealer.
Chalet de la Paix - F13 - Shadow Trader.
Ille Morat - D17 - Shadow Trader.
Family Graveyard - L17 - Shadow Trader.

Restock times:
Fleatown - H9 <- 2 days
Port Cacao Docks - K9 <- 6 days
Smugglers Port - B2 <- 2 days
Poacher Camp - C5 <- 2 days
Landsbach Docks - B13 <- 6 days
Chalet de la Paix - F13 <- 6 days
Ille Morat - D17 <- 6 days
Family Graveyard - L17 <- 6 days

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

Installation

Can be installed during a run. Requires game restart after enabling.
Uninstallation during a run should not cause problems.

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

Compatibility

Compatible with BCE mod series.
Not compatible with GC-Vendors.
Not compatible with mods that change H9, K9, C5 or B2.

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

+ task & reward system
+ six ascending difficulty fights against Clone Warriors to achieve six levels of enlightenment
+ increased sector size and improved battlefield (H11)
+ three new enemy types
+ sector operation at H11
+ Pink Diamond
+ Pager
+ M1911 Evolution
+ Illuminati Shipment (starts to appear late midgame and endgame)
+ visit the ancient pyramid of the Illuminati and get in touch with the enlightenment it has granted to thousands of generations
+ join the Order of Illuminati to become a member of lifetime and have the time of your life!
---
Compatibility
+ compatible with mods that do not change sector H11
+ can be safely installed and removed during a run
---
Required
+ Basic Crafting Economy
+ Chinese Multitool
---
Discord
https://discord.gg/NU5UTw88YS
---

---
BCE - Illuminati Questline
---
+ task & reward system
+ six ascending difficulty fights against Clone Warriors to achieve six levels of enlightenment
+ increased sector size and improved battlefield (H11)
+ three new enemy types
+ sector operation at H11
+ Pink Diamond
+ Pager
+ M1911 Evolution
+ Illuminati Shipment (starts to appear late midgame and endgame)
+ visit the ancient pyramid of the Illuminati and get in touch with the enlightenment it has granted to thousands of generations
+ join the Order of Illuminati to become a member of lifetime and have the time of your life!
---
Compatibility
+ compatible with mods that do not change sector H11
+ can be safely installed and removed during a run
---
Required
+ Basic Crafting Economy
+ Chinese Multitool
---
Discord
https://discord.gg/NU5UTw88YS
---

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

BCE ENEMIES

---------------
Feature set I
+ increases the hitpoints of enemies
+ inceases the accuracy of enemies
+ enemies have more action points
+ enemies attack more often per turn
+ enemies throw more grenades
+ enemies flank more often
+ enemies stay back more often in fights
+ enemies have additional special perks to benefit their combat
+ enemies have higher sight range (mod options control)

Feature set II
+ enemy squads from outpost attacks increased in size (roughly between +50% and +300% squadsize depending on where and when)
+ enemy attacks are counterbalanced in auto fights so that your militia does not lose all value
+ heavy outpost attacks will be able to capture your sectors back more easily than before
+ initial sector squads increased in size
+ all outposts hold extra amounts of enemies to make them particularily challenging fights
+ Earnie Island enemies carefully increased
(requires new game to become fully active)

Feature set III
+ control six game options to adjust your gameplay
1. Fast Forward Acceleration (during AI turn)
2. Critical Damage Multiplier (enemy & player)
3. Max Grit Configuration (enemy & player)
4. Sight Range Customization (enemy)
5. Explosive Damage Reduction (enemy & player)
6. Grazing Hits Balance (enemy & player)

Feature Set IV
+ all enemy armor loadouts increased in a manner that more but not all spots are covered in armor
+ important parts like chest and heads are more likely to be covered in armor
+ all changes from the mod Enemy Armors are included

Feature Set V
+ Pierre improved with +10 wisdom
+ Pierre improved with +5 health
+ Pierre has slightly changed perks
-> to be used together with BCE Loot (exchanges Pierres heavy armor with kevlar and gives him a random gun)
-> to be used together with Pierre Pronto mod (allows early recruitment)
(can be used without the two mentioned mods)

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

Compatibility
+ can be installed and removed during a run, sectors you have already activated and are inside with a squad, will keep certain things
+ can be used with BCE series or standalone
+ compatible with C-UAE
+ not compatible with Enemy Armors, as Enemy Armors is included in BCE Enemies
+ not compatible with Tactical AI Project, switching from TAIP to BCE Enemies within an existing run/savegame is not suggested but very well possible

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

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

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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://steamcommunity.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://steamcommunity.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

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

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Discord
https://discord.gg/PQ8Puahsnx
(share feedback, report bug, help development)

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Donations
If you want to support my work on the BCE Series, please follow this link:
https://buymeacoffee.com/lonic_goodgame

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