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I always start with the GTS though, after that it might depend a bit on supplies and research order/timings, but I tend to not build the PG until after I have built a power relay on a power node, then again I don't play at legend difficulty so maybe there you have to get the PG sooner.
just finished a playthrough on commander. going for ironman legend now. just wanted to know. i basically did what the first comment says. but didnt upgrade the RR :P was just wondering about you guys
If you as a example get the 2 additional resistance contacts then you delay the resistance comms and get the cheaper upgrade instead (and use the empthy spot for a power relay).
On legend (With lost and dammned enabled) you generally build the ring second. If you time it correctly the ring will be ready by the time you complete the free covert ops.
Resistance comms doesn't seem that important by now, I'm in July and I'm only building my first.
I picked up a +1 resistance contact by scanning (these are often in the beginning of my campaign) But I was also really lucky with facility spawns, blacksite spwaned only 1 region away from starting region, and another one only 1 region away from that. Never had that in vanilla.
Plus the new ways to reduce progress via covert ops don't make it that important anymore.
On the other hand I feel the lack of regions in my supply income, since those Chosen cripple my income atleast once per month.
GTS and RR are top priority. After that it depends on situation. I build training center pretty soon, which was not the best decision in hindsight. Infirmary can be crucial in those early months, but what suffered was Proving Ground, with the whole Alien Ruler weapons etc production pipeline is really full.
That's with ''Lost and Abandoned'' disabled, or i would do it other way around.
Still a bit experimenting with the facilities after that.
I'd say get an Infirmary asap, aswith fatigue in the picture high injury times hurts even more.
I can't remember the last time I built a lab, and now that secondary power and comms aren't necessary with all the covert action perks, I'm not sure I ever will again...
With most of the GTS boosts removed and covert ops giving you more promotions to squaddie than the GTS ever did, it feels really solid. You'll need to get cracking on a GTS as soon as you get your first engineer so you don't run a whole bunch of missions where you have a sergeant but no squad size 1 though.
I did experiment with early lab, but I've concluded I'd rather the breakthroughs show up later in the campaign and in covert ops, since the fixed 10 day hits to research progress add up too much before you're stable with key techs like plated armor, psi, mag weapons and muton and mec autopsies under your belt.
Proving ground is still great to get up early, ammo types and grenade types are still worth a lot and you don't want to put it off too long and end up with an endless backlog of projects (they add up, since you'll need skulljack for avatar progress/mission objectives and there are so many good ones from EXO and spider suits to bluescreen, advanced explosives and battlefield medicine).
Training centre feels like more of an early mid game building, since your soldiers can't really get any benefits before they've had time to get through multiple ranks or bond levels, to actually open up some AP and a choice of useful skills.
Infirmary too feels mid game-ish, although the healing rate boost is great, you've always got the fallback of templar HQ now (once you get a sergeant at least, if they're the faction that needs it). Removing negative traits matters long term, but it takes time before you start acquiring them anyway.
Psi lab is as great as ever. Solace alone makes them kings vs. chosen, but it's always constrained by its power requirement, you need to dig to a power coil, so that too is early mid game-ish (although as soon as I have the wherewithal to spare the research time and dig the tile).