XCOM 2
Sir Eyeball Feb 5, 2017 @ 12:25pm
Adjacant room bonus?
Are there a bonus for room next to eachoyher like in the First XCOM in this series? I mean like you have laboratories next to other laboratories and they get a bonus. Same with powersources and so on.
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Showing 1-11 of 11 comments
Mook Feb 5, 2017 @ 12:29pm 
Only in 2 instances:

1. The workshop can supply free workers to any room above, below and on the sides. So you want to place your workshop where it can touch 4 rooms where engineers work. This might be challenging.

2. Kind of the same thing is power coils. Place power rooms on power coils to get more power or place a building on them to remove all power requirements. I suggest either putting a power relay or a demanding room like the psi rooms on these power spots.
Sir Eyeball Feb 5, 2017 @ 12:31pm 
thx that is quite helpful
LuNi Feb 5, 2017 @ 12:31pm 
There is no adjacency bonus in Xcom 2. You will have to upgrade facilities in order to give them increased bonuses.

Those upgrades will cost alot of supplies though. Careful resource management is extremely important in this game.
Sir Eyeball Feb 5, 2017 @ 12:32pm 
does it say which rooms engineers work in in thr description?
Sir Eyeball Feb 5, 2017 @ 12:35pm 
Also this puts initial placement strategies out I guess. (I always build the Guerrilla Tactics School in the first square and have later thought it could be blocking for bonuses but I guess not)
LuNi Feb 5, 2017 @ 12:35pm 
Originally posted by Sir Eyeball:
does it say which rooms engineers work in in thr description?

Engineers have to be manually placed. And they can be moved around at all times.
Engineers can be placed in every facility type exept laboratories.
Sir Eyeball Feb 5, 2017 @ 12:36pm 
thx makes it easier to place rooms then. What work do they do in the Guerrilla Tactics School?
Sir Eyeball Feb 5, 2017 @ 12:37pm 
Every facility with the exception of Laboratory, Guerrilla Tactics School and Shadow Chamber can benefit from staffing an Engineer. just found this in the wiki
LuNi Feb 5, 2017 @ 12:43pm 
Originally posted by Sir Eyeball:
Also this puts initial placement strategies out I guess. (I always build the Guerrilla Tactics School in the first square and have later thought it could be blocking for bonuses but I guess not)

I almost always start with a laboratory to rush out research, since guerilla tactics school will become relevant later on.

With a laboratory rush you can have magnetic weapons out during the first month.
Sir Eyeball Feb 5, 2017 @ 12:45pm 
Originally posted by LuNi:
Originally posted by Sir Eyeball:
Also this puts initial placement strategies out I guess. (I always build the Guerrilla Tactics School in the first square and have later thought it could be blocking for bonuses but I guess not)

I almost always start with a laboratory to rush out research, since guerilla tactics school will become relevant later on.

With a laboratory rush you can have magnetic weapons out during the first month.
I just like having 5 instead of 4 squadmembers. I always thought in the first game that research petered out too fast anyway and in the late game there was nothing to research.
JaegerBane Feb 6, 2017 @ 10:48am 
Originally posted by ØniKanji:

2. Kind of the same thing is power coils. Place power rooms on power coils to get more power or place a building on them to remove all power requirements. I suggest either putting a power relay or a demanding room like the psi rooms on these power spots.

I can definitely +1 that second part - the big limiting factor of the Psi Lab is its power use, both in its initial form and for it's upgrade. Given how long it takes to train a Psi up to Colonel equivalent - and the sheer insanity these guys bring to the table when they get there - anything that shortens the time taken to get your Sith Lords onto the field has a disproportionate effect on the difficulty you'll handle.

Since a Psi Lab eats power like popcorn, removing it's power cost via a power node placement also has a positive effect on the rest of your facilities, as it means your general power requirements will be massively reduced.

If you dump a Psi Lab on one node and Relay on another (both upgraded) then you will realistically not need any other forms of power for the rest of the game, IIRC. In my last run I think I built a second relay just to fill the space.
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Date Posted: Feb 5, 2017 @ 12:25pm
Posts: 11