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Necro Infection Balance Patch

Balances the Necronoid infection and raid frequency to be dangerous but not overwhelming.

=== INFECTION BALANCE ===

ORIGINAL VALUES → NEW VALUES:
- Lethal Severity: 1.5 → 2.5
- Severity Gain (no immunity): 0.84 → 0.45 per day
- Severity Reduction (with immunity): -0.70 per day
- Natural Immunity Gain (sick): 1.2 → 0.1 per day
- Treatment Immunity Gain: 0 → 1.5 per day (NEW)

MECHANICS:
The infection now requires building immunity through medical treatment to survive.

- Without immunity: severity rises at 0.45/day
- With immunity: severity decreases at -0.70/day
- Tending accelerates immunity gain (up to 1.5/day with good medicine)

Recovery depends on medicine quality and doctor skill:

- No Treatment:
0.1 immunity/day
(infection progresses faster than immunity builds)

- Herbal Medicine + Unskilled Doctor:
0.3–0.5 immunity/day
(slow recovery)

- Industrial Medicine + Competent Doctor (5+ skill):
0.75–1.0 immunity/day
(manageable)

- Industrial Medicine + Skilled Doctor (10+ skill):
1.5+ immunity/day
(fast recovery)

- Glitterworld Medicine + Expert Doctor (15+ skill):
2.5+ immunity/day
(very fast recovery)

Doctor skill and medicine quality directly affect immunity gain speed.
Better medical care = faster immunity = faster recovery.

=== RAID RATE BALANCE ===

Necronoid raids were too frequent and could stack with normal raids.

Changes:
- Necronoid Horde:
baseChance 5.0 → 1.5
cooldown 1 → 8 days

- Center Drop Raid:
baseChance 5.0 → 1.5
cooldown 1 → 8 days

- Howling Spiders:
baseChance 5.0 → 1.0
adds 8-day cooldown

- Wendigo:
baseChance 2.0 → 0.8
adds 10-day cooldown

- Chupacabras:
baseChance 1.2 → 0.5
adds 10-day cooldown

All necronoid raids now use the "Raid" tag:
- They will not trigger during normal raid cooldowns
- Multiple necronoid raids cannot occur simultaneously

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