XCOM 2
Toadman Apr 22, 2018 @ 7:37pm
Not enough room for everything?
So I have 1 slot left and have built everything so far except the shadow chamber. However my ressistance comms room is maxed at 11/11. I think I have upgraded it already to max because there seams no more upgrades available. It's certainly8 not enough for the whole world.

I have one maxed up power room and another that hase no upgrades. It won't let me delete the room saying the Avenger requires it.
So my question is this. Do you need 2 power grids for the game? Two ressitance comms? If so You certainly can not build every room in the Avenger.
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Showing 1-7 of 7 comments
gimmethegepgun Apr 22, 2018 @ 7:49pm 
It's technically possible to get enough power to run the ship with 1 power room by getting enough bonus power from orders/continent bonus or rumors.
It's also technically possible to get 16 resistance contacts with 1 resistance comms with the same, but it doesn't sound like you're going to be able to do that. However, you don't need 16 to win anyway, because winning involves doing all of the story missions, which doesn't require you to get all 16 regions. Getting all 16 regions is because you want to.

(both of these assume WOTC, I'm pretty sure vanilla never gives you more than a couple of either of those)

The Workshop and the Laboratory are both easy to cut buildings. All they functionally do is add 1 or 2 more Engineers/Scientists (and the Workshop only allows those extra Engineers to work adjacent buildings). They're particularly easy to cut in vanilla, because you can buy Engineers and Scientists with supplies as resistance HQ, which are barely any more expensive than the supply cost of the building, and don't use a building slot or power, or have a maintenance cost. They're harder to come by reliably in WOTC though. In either case, you should only build them if you desperately need the extra staff (and get rid of them once you don't)

The Defense Matrix is also highly unnecessary (but it does make Avenger defense missions significantly easier)
Toadman Apr 22, 2018 @ 8:40pm 
thanks
Eggy Apr 23, 2018 @ 4:05am 
You should try to build your power room on a power conduit if possible. Sometimes you are rushed so are unable to.

Your PSI or Shadow chamber should also go onto one of the lower level conduits, meaning it will use no power.

If you do both the above and also take advantage of other ways of gaining power you can power the entire game with 1 power facility.

A workshop is generaly regarded as a waste of a slot and there are some maths to back this up. However it can take the pressure of if your short on engineers. especaily if your lucky and get a breakthrough that reduces the build cost by 50%.

Most people dont bother with labs, but I like the fact that having one and having it staffed increases the chance of breakthroughs.

As the above poster mentioned though. Scanning missions and covert ops to improve power or resistance contacts are the way forward. You should never need to build more than 1 resistance comms.
gimmethegepgun Apr 23, 2018 @ 4:11am 
Originally posted by Eggy:
You should try to build your power room on a power conduit if possible. Sometimes you are rushed so are unable to.
The power room gets +7 power from being on a conduit (the tooltip is very misleading, it sets the power gain to 10, up from 3). The Psi Lab and Shadow Chamber both use 10 energy when upgraded, so ideally they should go there (assuming you're going to use a Psi Lab, that is)
red255 Apr 23, 2018 @ 12:59pm 
If you are playing War of the chosen I go with
1 Resistance comms
2 power
1 Proving ground
1 GTS
1 resistance Ring.
1 PSI
1 Shadow
1 medical
1 training.

leaving 2 slots for 1 Turret and 1 lab low priority.

in the previous version I build 2 resistance comms and no resistance ring.

the restance ring generally gets you enough resistance contacts to get you up to 16 by the time you need them.

I don't build the labs or workshops because they aren't useful.

if you look at the workshop it requires alot of power and 2 staffed engineers to get you engineers.

in the base game you can buy engineers for about 200. so for the cost to build the workshop you could buy one engineer, and you'd need to stick a second engineer into a slot of power to fund the workshop.

so its not getting you an engineer. its garbage. provided you can buy engineers for about 200.
and it cost you a space on the avenger and monthly upkeep, its a terrible thing to build.

Maybe you'd build it on a power coil to cut power costs, use it to dig out the bottom of your ship, then scrap it.

The Lab, is basically 2 more scientists, so when you got enough power to fund it, I guess. Not something I prioritize. research is fast enough without it.
Last edited by red255; Apr 23, 2018 @ 1:00pm
ErikVeland Apr 23, 2018 @ 8:37pm 
What @red255 said.
Wendersnaven Apr 26, 2018 @ 7:31pm 
+1 Red. Lab is worth it for me only when I use this mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=1126757582
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Date Posted: Apr 22, 2018 @ 7:37pm
Posts: 7