
Only the Elerium Core won’t be divided (since you can’t have a fraction of 1) and therefore you will use one single Elerium Core ever only for your "first" Plasma Grenade because needed only to make the "initial break-trough Research". 5 Plasma Grenades (3 always available + 2 lost in battle) apart from Experimental/Flashbang Gr. Just Ask Yourself: "Without this Mod how many did I usually use in each Campaign?". Firaxis thinks that you should have enough Plasma Grenades for the entire Campaign (Infinite Squad Upgrade) with this Proving Ground Research Cost: Also XCOM1 had Plasma Grenades as an infinite Squad Upgrade but I prefer to convert them into non infinite here too. SinglePlasmaGrenadeCostIsItsSquadUpgradeCostDividedBy = 5 IAlsoPreferNonInfinitePlasmaGrenades = true They should all be correctly converted here into Non Infinite with the above Cost conversion dividends… 😉 Separate options because more Armors of each Tier than Weapons/SparkChassis of each Tier are usually used since they are not restricted to Soldier Class… Remember that you don’t lose items (worn by dead/unconscious soldiers) in battle when the mission is ended securing the area (not evacuating) or carrying the body to the Evac Zone… 2 of each SparkChassis (1 always available +1 lost in battle) 3 of each Armor (2 always available +1 lost in battle) apart Spark/AlienHunter/ProvingGr. 3 of each Weapon (2 always available +1 lost in battle) Now, there is no way to guess how many of each Item-type they considered to choose these Squad Upgrades Costs (although Armor Squad Upgrades Costs are suspiciously equivalent to the Cost of 3 single Proving Ground Armors, with Supplies substituted to EleriumCrystals/EleriumCores which are just special kind of supplies) so, to choose the correct Cost fractions for this Mini-Mod, just ask yourself: "Without this Mod how many did I usually use in each Campaign?". Firaxis uses Squad Upgrades to simplify the player’s strategy decisions-load by "making you pay in advance all the Magnetic Shotguns (for example) you will ever use" so, instead of choosing the cost of a single one, they determined the cost of the total amount which they think you’ll ever use (in the average per Campaign) until researching Plasma Shotgun, for example: 4. (you can also choose to divide the Costs by non integer numbers: 3.5 etc…) SingleSparkChassisCostIsItsSquadUpgradeCostDividedBy = 2



SingleArmorCostIsItsSquadUpgradeCostDividedBy = 3 SingleWeaponCostIsItsSquadUpgradeCostDividedBy = 3 YOU CAN CHANGE TO YOUR DESIRED VALUES IN THE. XCOM1 allowed to build advanced Armors/Weapons individually… so why not in XCOM2?!? I couldn’t stand it and I literally couldn’t continue my Campaign until I modded this unrealistic "Divine Squad Upgrade" absurdity out of existence the way I wanted once and for all… 😉
