Avatar-based Dynamic Difficulty
By default, XCOM 2 has the vast majority of its missions function like they did in EU, increasing in difficulty and force composition as time passes.
This mod changes that by making the difficulty level dependent on the progress of the Avatar Project, with the destruction of alien facilities being a release valve for it with a temporary reduction to pod count and strength every time you destroy a facility. This should hopefully create a scenario where the player doesn’t feel like the optimal strategy is to just let the aliens build up in strength, but instead carefully plan out when to take out facilities (and incentivize the creation of B-teams in case a facility assault goes bad in time for a Guerilla Op to pop up)
That mechanic, how exactly Avatar Project progress translates into difficulty, and the minimum difficulty the mod uses (by default it’s configured to start off close to Commander/Legendary values), can be adjusted in the XComDoomDifficulty.ini, located at (whereever you have XCOM 2 installed)steamappsworkshopcontent268500645085554Config
That said I recommend pairing this with another mod like Increased Enemy Squad Size, or its plus version, to compensate for the fact that you’ll be experiencing the lower difficulty variants of missions outside of the early game.
This mod affects Council, Retailation, Supply Raids, Landed Raids, and Guerilla Ops (excluding the very first guerilla op for whatever reason). Story missions and Avenger Defence were left untouched since they rely on non-standardized difficulty variants and I didn’t want to break something by accident.
