XCOM 2
yodabauer Jul 19, 2017 @ 12:03pm
How many radio relays and where?
Basically what the title says. In general how many radio relays do you guys build? Do you pick them based off of location alone or is monthly income also a factor?
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Showing 1-5 of 5 comments
striker101 Jul 19, 2017 @ 12:14pm 
in general radios are mostly useful to reduce intel costs and for continent bonuses

to that end i do one radio for a 2 region continent bonus and 2 radios spaced evenly for 3 and 4 continent bonuses

for optimal placement it is best to place one when the next region costs are 90 and above ( thats 3 regions with no nearby radio ) so i contact region 1 for 30 region 2 for 60 and on region 2 i place a tower as for specific regions that wholly depend on region lines which are randomized each game
arekasama Jul 19, 2017 @ 12:16pm 
As many as needed. Built where I need them to reduce Intel contact cost. If possible.

I never check continent bonus or region income.
Rockfire ✘ Jul 19, 2017 @ 12:17pm 
On Legendary its an absolute must to build a radio tower after taking an area, intel is tight as optimial contact cost is 80. Lower difficutlies, you can be more sparing but I'd still recommend doing it, as it saves you intel in the long run and money is pretty easy to come by late game.
Last edited by Rockfire ✘; Jul 19, 2017 @ 12:18pm
yodabauer Jul 19, 2017 @ 12:18pm 
I didn't notice region lines were randomized. Clearly I need to play more!
Sammarok-GoodGaming Jul 19, 2017 @ 12:40pm 
Radio Relays = More supplies. They increase the supply in that region, plus, they lower the cost (intel) to contact adjacent regions, this reduced intel price is very important, as you can save more intel to buy stuff from the black market or lower research times.

Also, some regions requiere you to build one or more Radio Relays to get a continent bonus. There are crucial and vital continent bonuses, here are the possible bonuses you can get:

*Black Market items cost 33% less intel.
*Black Market pays 50% more Supplies for all items.
*Personal Combat Sims and Weapon Upgrades may be reused.
*Each Laboratory increases research speed by 20%
*All GTS Tactics costs reduced by 50%.
*Extra mod slot for weapons.
*+25% for Intel rewards.
*Extra Avenger power output (+5).
*Supplies from Resistance drops increased by 20%.
*Recruits cost 10 supplies.
*Proving Ground armour and vest projects are completed instantly.
*All proving grounds projects cost 50% less
*Experimental ammo, grenade, heavy and powered weapon projects are completed instantly.
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Date Posted: Jul 19, 2017 @ 12:03pm
Posts: 5