Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only exception to this is any bonuses you may have gained that add extra contacts to your limit.
All that said, it's a pretty safe bet the game likely won't let you get rid of the room in the first place for the very reason that, that room is in constant use.
----
-Rooms you can get rid of without consequences are....limited. The simplest two are.
-The workshop (but only once you have unstaffed all the gremlins) where your only downside is having less engineers. Though this is countered by going out of your way to get more.
-And the Lab. It is possible to keep up with your research without it.
-Others will recommend the Defense Matrix (turret room) and while I can in a way see their point having them on defense missions is very useful. But the real reason to keep it is in WotC where it means that 9 (maybe 8) out of 10 times when a chosen tries to sabotage the ship, they will fail all because of that room.
If playing WotC it is possible with enough forward planning to get away with just the one comms room and make up the difference with +1/+2 bonuses to your contact limit from covert ops (where most of them will likely come from), the odd faction order and (if lucky) a region bonus.
For future reference, you also don't need to contact the whole globe. One Resistance Comms should be enough.
Yeah, but money. I need those supplies, man.
A tech lab is only needed when you want to go for Exquisite Timings achievement. Also an upgraded tech lab uses a lot of power. The breakthroughs are minimal and way too random.
Learn to budget!
By endgame you're drowning in supplies. My legend playthrough I only ended up with one continent bonus (because they were all ♥♥♥♥ and not worth going for - seriously I never got so many meh continent bonuses all at once). I still had thousands unused by the time I headed off on the final mission.
Yeah I already am. Still learning some of the mechanics.