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you start with 3 zones, an upgraded Resistance comms is 2 Zones and 2 zones for the first engineer and 4 zones for the second slot engineer.
Space isn't that limited though. I generally have 2 slots at the end I fill with defense systems and Labs, neither of which provide that much use.
just don't build the workshop.
in the pre war of the chosen I built 2
which is 3+2+2+4+4 = 15 coverage and picking up the 16th slot by either attaching a 3rd engineer or picking it up from the world map.
in War of the chosen I generally build 1 which is 3+2+2+4 and picking up 5 from covert operations and the world map. Which considering there are resitance orders to add a few contacts in the meantime it works fine usually.
no. not fully staffed, just need 2 engineers to cover the whole world usually in Vanilla, sometimes 3. but never 4.
Yeah i've got one of those but i'm probably going to remove it soon.
it IS helpful early game when you're low on engineers, one engineer can clear out two areas at once, and two engineers can staff four systems like the medbay, psi-labs, power coil, and proving ground if you posistion it right.
but yeah, need a shadow chamber and i only have three rooms availible now. so i'll probably get rid of the workshop soon.
100%. You pay 250 supplies and lose the engineer days to dig out the space for it and build it. For that you get +1 engineer....who you then lose because you need to power the workshop.
Avoid like the plague.
To explain the seemingly-weird numbers here, note that the second engineer slot in resistance comms gives 4 contacts, unlike the first slot which gives 2, even if there's no engineer in the first slot.
Which really shouldn't be the case. They probably should've just made both of them give 3.
I'm on early May and I have reached the 3rd bottom layer and have 6 resistance comm uplinks up, 27 available power before the Elerium generator upgrade, and pump out Proving Ground projects bi-weekly. All because I have two extra engineers.
Admittedly, I didn't get the AWC up before mid April because I had mismanaged some space, by which point half my roster was gravely wounded and had band aids covering up amputated stumps. Must be nice having the infirmary in WotC.
You have 1 extra engineer. The other one is needed to power the workshop.
I suppose I'm such a sucker for the extra engineer because of my poor management and rushed playstyle. I like to have all Mag weapons, plus some Proving Grounds stuff by early May, and that dips into your supplies big time. That, and I'm a radio relay junkie. By the end of most months, I'd have under 20 supplies. I once finished with 0 supplies after purchasing Gauss weapons.
Thanks for the advice though, I'll see what to improve next playthrough.
which is a hell of alot to pay. in vanilla you can just buy an engineer for 200 so it covers the cost of the workshop.
its just a bad investment.
Basically the workshop costs 1 facility slot, 2 engineers, 5 power and 180 money +35 upkeep.
for 4 engineers.
if 5 power = 1 engineer and 200 money = 1 engineer you are paying a facility slot for absolutely nothing.
If you're that strapped for supplies then building a Workshop is an even WORSE idea, as it's a massive supply drain.