I just completed a redesign of higher difficulties, which should now move some difficulty from early to mid-end game, affecting Experimental. Hemp also received a big rebalance. Let me know what you think! - Michele V 1.0.1.003 EXPERIMENTAL [b]Balance: Buildings[/b] [list] [*] Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered) [*] Large Campfire cooked Fish output from 10 to 12 (Meat unaltered) [*] Reverted Plums to work on Spring and Summer [*] Plums depletion rate from 10 to 8 [*] Strawberries depletion rate from 10 to 8 [*] Apples depletion rate from 20 to 12 [*] Onion output reduced from 7 to 4 [*] Papyrus Cutter water input reduced from 2 to 1 [*] Papyrus Cutter output increased from 3 to 4 [*] Scrub Pyre's Hemp cost reduced from 4 to 3 [*] Hemp Wood Maker max output increased from 8 to 10 Wood [*] Hemp Wood Maker building cost increased by 4 Hemps [*] Hemp Wood Maker trait bonus increased from 2 to 4 [*] Reduced Buoy's road distance from 3 to 2 (the new Large Buoy is unaltered) [/list] [b]Balance: Flow[/b] [list] [*] Increased Danger generation at Threat 7 from 45 to 50 [/list] [b]Redesign: Difficulties[/b] [list] [*] Mastery level now goes from 250% to 500% [*] Maximum mastery level reduced from 10 to 6 [*] Difficulty scaling for Danger now affects only Threat generation [*] Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value [*] Difficulty scaling is now exponential based on the threat level and the current difficulty [*] Research scaling is now exponential based on research tier and the current difficulty [*] Easy and Relax mode are unaffected [/list]