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The game balance has been modified to get the 1960-1972 game easier to win. (Accumulated errors are fatal on this long scenario) Klans 1) Most of Klans action results have now lower maximum effects. 2) Effects of Civil Right actions on klans and white hate groups have been nerfed 3) The Silver Dollars Group starts with 5 in activity score (it was 10 before) 4) Lynching and bombing actions by the klan unlock the wiretapping FBI action and the Lab priority (if that klan is not underground) ==> Beware, the Klan is still your worst mid-game nightmare. Pro tip : The good old strategies against the klan still apply. One of the best way to deal with the klans is using Mickey White as local SAC and inflitrate the klans to create dissents. When a Klavern has become to violent for your underground agents, use Turnbull as your local SAC instead. Stolen car trafficking 1) Some of those crime organizations start with lower scores, 2) their maximum size is now 2 instead of 3, 3) they now grow slightly slower. Pro tip : Stolen car organized crime will need less agents now. What will you do with that extra manpower ? Bank Robberies 1) The maximum activity score for bank robbers has been halved 2) Bank robbers now can spend some hollydays south of the Rio Grande, lowering their activity and threat scores Pro tip : That patch does not immunize you against that long forgotten bank robberie case that will finally make you lose. Keep watching them closely. The game still needs Machiavellian big-brain long-term strategy, but it is now slightly easier. Have fun!
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