;-Units take varying space to occupy transports (rifle/machine gun men take 1 slot, rocket men and terrorists take 2 slots, pathfinders take 3, heros take 5)
;-Jarmen Kell given stealth detection and increased rifle range
;-All heros given a seperate armor type from other infantry to make them stronger vs everything
;-Pathfinder stealth detection reduced to a fairly low radius. They still detect but they have to be right on top of the enemy
;-Pathfinder range decreased
;-Ambulances given stealth detection (this way all 3 vehicles can detect for their armies)
;-Flashbangs cost 1000 and build time upped to 40 seconds
;-AK47s for the mob cost 2000 and take 60 seconds to research
;-Many, many armor changes:
;---Everything made resistant to angry mob's damage type
;---Infantry more resistant to flashbangs
;---Infantry more vunerable to rockets of all kinds
;---All vehicles made very vulnerable to rocket and small arms fire
;---Infantry resist snipers more
;---Buildings less resistant to infantry weapons
;---Heros almost immune to poison and radiation so they can survive super weapon strikes (not the direct hit, just the leftovers)
;---Infantry more resistant to gattling cannons
;---Snipers can hurt buildings just a lil to act as siege weapons
;---Stinger Soldiers more resistant to small arms fire, so they last longer in attacks
;---Can't list them all, there are many balance tweaks
;-Gave burton stealth detection so all heros are equal
;-Made cars more hurt by small arms fire
;-Hacker range upped a ton, now they are good for seige (i also made it so disabling building gives a lil experience)
;-Lowered powerplant control rod upgrade cost and build time
;-Flame tank is now infantry (still built from war fac, tho)
;-Civilian bunkers are immune to clearing, just so flashbangs dont own in base assualts