XCOM 2
grail666 Jul 29, 2016 @ 8:28pm
Adjacency bonuses
Are there adjaceney bonuses for facilities? It doesn't seem like it.
< >
Showing 1-13 of 13 comments
Temper Jul 29, 2016 @ 8:32pm 
No,but a well placed workshop has the potential to save time and resources depending on the overall campaign situation.
hghwolf Jul 29, 2016 @ 8:35pm 
Originally posted by Temper:
No,but a well placed workshop has saves time and resources

Fixed that for you. A Workshop is, essentially, two engineers.
Kunovega Jul 29, 2016 @ 8:44pm 
Originally posted by hghwolf, potato freezer:
Originally posted by Temper:
No,but a well placed workshop has saves time and resources

Fixed that for you. A Workshop is, essentially, two engineers.

The point is that it must be adjacent to what the gremlins are going to be working in. Unlike an engineer that can go anywhere, the 4 (from 2) that the workshop makes will only work adjacent.

So while it's not a bonus in the same sense of XcomEU/EW, the workshop must be adjacent to wherever it's extra engineers(gremlins) will be used within
gimmethegepgun Jul 29, 2016 @ 9:20pm 
Originally posted by hghwolf, potato freezer:
Originally posted by Temper:
No,but a well placed workshop has saves time and resources

Fixed that for you. A Workshop is, essentially, two engineers.
It really isn't fixed. Workshops are a massive drain of resources and probably a waste of time too since you need power for it.
Kunovega Jul 29, 2016 @ 9:25pm 
Originally posted by gimmethegepgun:
Originally posted by hghwolf, potato freezer:

Fixed that for you. A Workshop is, essentially, two engineers.
It really isn't fixed. Workshops are a massive drain of resources and probably a waste of time too since you need power for it.

This really comes down to where you are in the campaign and how lucky you have been on obtaining engineeers

The workshop is something you can throw resources at to solve a lack of engineers. If your campaign is swimming in engineers it's functionally not needed

Much like the lab is not needed unless you just happen to have gotten tons of resources and still happen to be a bit behind on researching. It's useless early and rarely needed mid game, and than useless again late game

The only reason I end up building everything is simply because I sit around waiting to pointlessly max out extra psi-ops and have nothing else to throw resources at
gimmethegepgun Jul 29, 2016 @ 9:52pm 
Originally posted by Kunovega:
The workshop is something you can throw resources at to solve a lack of engineers. If your campaign is swimming in engineers it's functionally not needed
That's basically my stance on it. It is a very large investment of resources, and is USUALLY a waste of time and resources. The only time to get it is when the game hasn't given you engineers (and that includes buying them with supplies from HQ, because those will quickly be cheaper than a Workshop).
It's more that it's a bad idea to have a Workshop as part of your standard building setup, because it's very costly and eats power (and if you need any engineers on power they basically fail in comparison to just upgrading the relay instead of building the Workshop at all)
grail666 Jul 29, 2016 @ 9:59pm 
I'm both happy and sad. Happy because I can just build ♥♥♥♥ where I want to, but sad because base design was fun in the first game. Thanks for the feedback guys.
Temper Jul 29, 2016 @ 11:06pm 
Originally posted by Temper:
No,but a well placed workshop has the potential to save time and resources depending on the overall campaign situation.

Originally posted by hghwolf, potato freezer:
Originally posted by Temper:
No,but a well placed workshop has saves time and resources

Fixed that for you. A Workshop is, essentially, two engineers.


Originally posted by gimmethegepgun:
Originally posted by hghwolf, potato freezer:

Fixed that for you. A Workshop is, essentially, two engineers.
It really isn't fixed. Workshops are a massive drain of resources and probably a waste of time too since you need power for it.


Doesn't need fixing. =P

It does have the potential to save time and resources,given the circumstance presents itself.... and it's the closest thing to an adjacency bonus (besides building on a power coil) in Xcom2.
talemore Jul 30, 2016 @ 12:08am 
Adjency bonuses facilities:
Science lab
Workshop
Power relay build on a powercoil

Each has it's situational purpose, most of them you'll find on legend difficult.

A workshop early in the game can save you time excavating 3 slots and can be removed to reduce expenses after you been collecting resources from the excavations ; requires 1-2 engineers

A science lab transfer days building the science lab to reduce days researching ; requires 2 scientists

Power relay on a powercoil is situational, you'll won't need to build a second power relay.
Kunovega Jul 30, 2016 @ 8:17am 
Originally posted by talemore:
Adjency bonuses facilities:
Science lab
Workshop
Power relay build on a powercoil

Each has it's situational purpose, most of them you'll find on legend difficult.

A workshop early in the game can save you time excavating 3 slots and can be removed to reduce expenses after you been collecting resources from the excavations ; requires 1-2 engineers

A science lab transfer days building the science lab to reduce days researching ; requires 2 scientists

Power relay on a powercoil is situational, you'll won't need to build a second power relay.

I do find myself using workshop and science lab more on Legend than on lower difficulty. The insane amount of time requried to research anything leaves you with a gap of time mid game where it becomes somewhat viable.

And I have used the workshop as a room clearing booster. There's again some odd waiting periods due to Legends extended timers (for everything) where you sometimes have decent resources to throw at things while waiting on something else to finish.

I still don't find myself putting power relays on coils though. I figure i'm going to clear the rooms anyway just for the resource recovery and two power relays will power the entire ship if you put the psi-lab and shadow chamber on the coils instead of the power relay.

In my current play through I have the workshop in the middle with two power relays; one on each side staffed with the 4 gremlins. I don't even have to waste resources to upgrade them to elerium as the ship already has more power than it needs to fill every slot.

But then this was a play through with more supplies than I needed, my bottle neck was engineers early on and elerium shortages mid game so to a degree it's all about adapting to what the game gives you.
!?! Jul 30, 2016 @ 8:40am 
Originally posted by gimmethegepgun:
It's more that it's a bad idea to have a Workshop as part of your standard building setup, because it's very costly and eats power (and if you need any engineers on power they basically fail in comparison to just upgrading the relay instead of building the Workshop at all)
It works very well if you build things that need constant engineers like the awc or communication relays next to it. An early workshop in the center of the second row helps a lot with excavations and staffing.

At the time at which you have enough engineers to permanently staff those rooms, you'll probably be shooting with plasma weapons and wear power armor.
red255 Jul 30, 2016 @ 9:38am 
A lab is like 2 more scientists, a workshop is like... 2 more engineers but if it requires 5 power and you need to stick an engineer on a power node to pay for it.... its only going to be 1 engineer.

Not a big fan of the workshop. I'd rather just pay the 200 for a new engineer. and not have to pay upkeep on it. or power, or base floor space.

buildings built on a power node use no power. very useful for putting down the more power hungry buildings like psi labs and such.

my base typically has 2 power plants, 2 resistance comms, 1 proving ground 1 AWC 1 GTS 1 psi lab 1 turret 1 shadow chamber. leaving 2 slots for a workshop and laboratory. neither are really required. I generally go for simply buying more scientist and engineers instead of paying with upkeep. but eventually I throw them down because I'm super rich.
Kunovega Jul 30, 2016 @ 9:49am 
Originally posted by red255:
A lab is like 2 more scientists, a workshop is like... 2 more engineers but if it requires 5 power and you need to stick an engineer on a power node to pay for it.... its only going to be 1 engineer.

Not a big fan of the workshop. I'd rather just pay the 200 for a new engineer. and not have to pay upkeep on it. or power, or base floor space.

buildings built on a power node use no power. very useful for putting down the more power hungry buildings like psi labs and such.

my base typically has 2 power plants, 2 resistance comms, 1 proving ground 1 AWC 1 GTS 1 psi lab 1 turret 1 shadow chamber. leaving 2 slots for a workshop and laboratory. neither are really required. I generally go for simply buying more scientist and engineers instead of paying with upkeep. but eventually I throw them down because I'm super rich.

That's pretty much the correct mindset for preferencing.

The game just does not always have that engineer available for you to obtain on demand

I'm not sure which is more annoying to me when starting a new play through: not getting engineers for the first 3 months or realizing you don't have the continent bonus to be able to put 3 mods in a weapon anywhere on the planet
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jul 29, 2016 @ 8:28pm
Posts: 13