Hi BlackAlpha, I swapped out my own changes for warspace extension for a change, pretty much the same philosophies at work in both, but you had obviously spent more time figuring things out. Although I have figured more things out myself as a result of taking a gander at warspace. There are a couple of things I have fiddled with to suit my own purposes (I like to give outsiders lots of HP to make them a kind of mini-boss). I'm finding the battlescape generally fairly easy, so I might have to switch to hardcore mode, or maybe augment certain aliens. I like to give the starting armour an extra inventory slot to extend its life. I don't quite like the arc thrower in pistol slot because of the way it gets stuck in the soldiers hand/clips with other weapons (I fiddled around a lot with giving different classes different weapons options, and putting different weapons in different slots, but ultimately decided to can it, partly for this reason). I found that I didn't need to build labs at all really in warspace as opposed to my own changes (I radically increased research times), and I don't quite agree that increasing the effectiveness of labs is a solution here (the better an individual lab is, the less labs the player needs to build). The change I have now settled on is reducing the number of scientists you can get per month, to make labs more necessary to boost research. I didn't quite get the 'increased funding from European countries to increase motivation to build sats there' thing. Europe is my preferred starting location (for the bonus), and I like to fully cover a continent before expanding to another (if panic allows) to keep my interceptor costs down. I don't mind actual funding increases if its met by cost increases - increased maintenance costs was a good idea that I didn't do myself - although relatively realistic funding from different countries is a mild concern. Anyway, the main reason I wanted to post is that for some reason I'm not getting any panic increase in countries whose abductions I don't respond to, which I'm a bit baffled by, as it shouldn't be happening. Also I agree with the comment that 'makes combat more logical' doesn't really explain anything. That's a relative/opinion thing. When I first saw your mod I dismissed it because I didn't understand what elements of it even did. After doing some modding myself I understood 'oh right, it just means that number has been changed, why didn't it just say that?' For example, I couldn't understand what you meant by ending panic friendly fire until I realized it meant you set the panic fire chance to zero, ending ALL panic fire. Panic fire isn't necessarily a bad thing, it can be a quite useful free shot when that berzerker in amongst your squad needs to die now. Its also one of those charm of the game things; the first time my poisoned soldier killed the VIP he was supposed to be protecting I found it to be a delightful 'xcom' moment of the kind the franchise is all about for a lot of people. That's not logical or illogical, its just an opinion. Overall I agree with the philosophy of your changes though, when I came to take a second look they were a lot of the same stuff I arrived at independently, or maybe a different way to achieve the same goal. But yeah, I'm mostly wondering about the no panic from not responding to abductions thing.