XCOM 2
What facility has the highest power cost?
On my second Veteran playthrough now, an Ironman run, and I'm looking to set up a workshop in a place where it can benefit a power relay built on top of a coil. Unfortunately it cannot reach the other facility space that has a coil on it; though I'd still like to set up two relays, two resistance comms, a setup which did well for me in my first playthrough more or less.

I'm thinking I can just build a relay on top of one of the other ordinary places, and whatever facility has the highest power cost, I can place in that power relay.
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Showing 1-13 of 13 comments
gimmethegepgun Feb 16, 2016 @ 1:50am 
Psi Lab takes 5, and another 5 when upgraded (which makes it more valuable to put on a coil than a relay in the first place)
I think Shadow Chamber's up there too.
Last edited by gimmethegepgun; Feb 16, 2016 @ 1:50am
Morty Jhones Feb 16, 2016 @ 1:56am 
yea but a relay gains a bonus 10 output when put on a relay... so it make it the best to place there

if you can I would put your workshop eather between the 2 power coils or the 2 comm's so you can atomat the rooms and reduce the workload on your engineers who you need elcewhere.

of if you can i would build it in the midel of all 4 so as you would then get basic funtion of all of them for 2 crew in the workshop.
Last edited by Morty Jhones; Feb 16, 2016 @ 1:59am
gimmethegepgun Feb 16, 2016 @ 1:57am 
Originally posted by Morty Jhones:
yea but a relay gains a bonus 10 output when put on a relay... so it make it the best to place there

if you can I would put your workshop eather between the 2 power coils or the 2 comm's so you can atomat the rooms and reduce the workload on your engineers who you need elcewhere.
It doesn't actually get 10 more. It changes it to 10 (from 3) so the bonus is really +7.
Morty Jhones Feb 16, 2016 @ 1:59am 
yea but the upgradesto the room also gen more power

+2 for each
Originally posted by gimmethegepgun:
Psi Lab takes 5, and another 5 when upgraded (which makes it more valuable to put on a coil than a relay in the first place)
I think Shadow Chamber's up there too.

Looks like I'll be putting my psi labs down there then, thanks.



Originally posted by Morty Jhones:
yea but a relay gains a bonus 10 output when put on a relay... so it make it the best to place there

if you can I would put your workshop eather between the 2 power coils or the 2 comm's so you can atomat the rooms and reduce the workload on your engineers who you need elcewhere.

of if you can i would build it in the midel of all 4 so as you would then get basic funtion of all of them for 2 crew in the workshop.

It's impossible for my workshop to supply both power coils with gremlins, and would actually reduce the amount of total facilities I can support from 4 to 3 if I go with the one on the bottom left.
Last edited by skibidi ball sniffer; Feb 16, 2016 @ 2:01am
gimmethegepgun Feb 16, 2016 @ 2:02am 
Originally posted by Morty Jhones:
yea but the upgradesto the room also gen more power

+2 for each
Pretty sure they don't. They say it's 7 more than normal (which would be ♥♥♥♥♥♥♥♥, and it isn't that much) but I don't think they get any more than normal.
Mr. Nice Feb 16, 2016 @ 7:20am 
No, the power plant upgrades definitely produce more power on a coil too, I remember comparing the upgrade options for my two power plants, one on a coil the other not in my first run through(currently only, left of in middle of final mission last night). Can't remember the exact numbers though.
You sure they weren't at different upgrade tiers? I don't know the answer myself, though I'll find out for sure this run.
gimmethegepgun Feb 16, 2016 @ 3:18pm 
Originally posted by Mr. Nice:
No, the power plant upgrades definitely produce more power on a coil too, I remember comparing the upgrade options for my two power plants, one on a coil the other not in my first run through(currently only, left of in middle of final mission last night). Can't remember the exact numbers though.
They SAY a wildly different number (both +7 compared to normal), which would be completely overpowered if it were true (it isn't)
Scorrp10 Feb 16, 2016 @ 4:11pm 
Building a facility on a coil comes free of power, sure. Especially nice for 5-power rooms. But building a relay on power coil provides 7 extra power. So, building relay first nets you extra 2 power, but you get your desired facility a lot sooner - thats the trade-off.

The big question is: do room upgrades cost no power if originally built on a coil? I highly doubt that, otherwise building shadow and psi on coils would be a total no-brainer.
gimmethegepgun Feb 16, 2016 @ 4:13pm 
Originally posted by Scorrp10:
The big question is: do room upgrades cost no power if originally built on a coil? I highly doubt that, otherwise building shadow and psi on coils would be a total no-brainer.
Upgrades do not cost any power on a coil.
Scorrp10 Feb 16, 2016 @ 4:31pm 
Originally posted by gimmethegepgun:
Originally posted by Scorrp10:
The big question is: do room upgrades cost no power if originally built on a coil? I highly doubt that, otherwise building shadow and psi on coils would be a total no-brainer.
Upgrades do not cost any power on a coil.
If that is indeed so, then building a psilab on coil is definitely the way to go, cause you want to make it 2-slot asap. Shadow chamber... dunno. You need the upgrade only at the very, very end of the game. Heck, you don't even need the chamber much until mid-game.
Mr. Nice Feb 17, 2016 @ 11:13am 
Originally posted by gimmethegepgun:
They SAY a wildly different number (both +7 compared to normal), which would be completely overpowered if it were true (it isn't)
Just checked using my "just before the end" emergency save, and yeah you're right after a little testing. At first I thought there was still an additional +5 from the upgrades, but just a mental arithmatic error. Shame that the interface lies so blatantly! The commanders room Avengers overview doesn't lie though.
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Date Posted: Feb 16, 2016 @ 1:48am
Posts: 13