XCOM 2
Ranfle Feb 18, 2016 @ 1:17pm
The best facilities to build on power coils?
Resistance com seems like good idea to me. Any other facilities?
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Showing 1-15 of 22 comments
Sir Crashalot Feb 18, 2016 @ 1:19pm 
Power plants or one of the buildings which has a higher power usage such as the Psi Lab.
Mandelabrot Feb 18, 2016 @ 1:29pm 
power relays give 7 more energy if built atop a power coil. I believe they're the best choice since the up in power benefits the entire infrastructure.
Nasarog Feb 18, 2016 @ 1:50pm 
Then upgrade it for even more power.
Aranador Feb 18, 2016 @ 2:02pm 
Psilab fully upgraded costst 10 power, or nothing if on a coil
Shadow chamber costs 9 upgraded, or nothing on a coil.

Power relay makes 7 more power if on a coil, upgraded or not.

So - the biggest gains are from the Psilab and the shadow chamber being on the coils.

I tend to have a AWC, relay, GTS as my top line, and a proving ground, workshop, comms as my second line. Power coils are almost always on the bottom 2 lines, if there is one on the third line middle, then that will be the psi lab, otherwise that will be a 2nd comms room.

This way I can get my power relay early so I can keep expanding, and the best rooms to benefit from gremlin staffing are all in range of the work shop, and usually you do not need a second power relay, unless you wanna go cray cray with labs.
Fringehunter7719 Feb 18, 2016 @ 2:04pm 
Facilities and upgrades built on power coils cost 0 power. If you build a power centre there, you get +7 power, the upgrades to the power facility are also listed as giving +7 additional power (9 and 13 respectively) but they actually don't.

The most expensive facilities, including their upgrades are:-
Psi lab = 10 power
Shadow chamber = 9 power
Res comms = 7 power
Power facility = 7 power

There is another benefit to putting psi lab + one of shadow chamber/res comms on the coils, which is that you get that power effective instantly, whereas if you put a power facility on one you have to wait for it to complete construction before it allows you to start building something new, making it a fairly distant 4th choice.

Due to not needing a shadow chamber or its upgrade till late game a fair argument can be made for putting res comms there, although digging out both power coils before you need res comms can be tricky with some ant farm layouts.
Sir Crashalot Feb 18, 2016 @ 2:07pm 
How would someone go crazy with Labs?
You can only build one and that's practically useless.
Nasarog Feb 18, 2016 @ 2:08pm 
Hmmm, interesting, does that mean that there is a bug with an upgraded power facility on a coil?

The other problem is that the coils tend to be lower down, so building some of these structures on them means you'll have to do it later in your game. No?
Aranador Feb 18, 2016 @ 2:21pm 
I dont think power relays on coils are bugged, just worded to be 'open to optimistic interpretation'. They give you a bonus 7 power on top of the normal 3 - so 10 power. Thats what the help tool tip says, but someone might imagine that you get 10 bonuis power, or 7 bonus power per upgrade, or rfee candy and strippers - people love to imagine they get more if there is any way to twist the words.

Luckilly, Psilab takes some time to get to, so lower down isnt that much of a problem, and you can delay the shadow facility for a long time. Which is actually another plus to not building your power relay on the coils - you usually need a power relay before you even get off the 2nd layer.
Aranador Feb 18, 2016 @ 2:27pm 
Originally posted by Sir Crashalot:
How would someone go crazy with Labs?
You can only build one and that's practically useless.

Building one lab is going cray cray wirth labs.
Fringehunter7719 Feb 18, 2016 @ 2:33pm 
There's clearly an error either in the tooltip or in the function of the upgrades to the power relay when placed on a shielded power coil, but my guess would be it's the tooltip. It should continue to say +2 power / +6 power when you have the option of upgrading, but it doesn't. In the same way as it tells you that the power relay upgrade gives 2 normally - which it does, it now tells you it gives 9 - which it doesn't. Same for elerium conduit but with 6 and 13.

I've got screenshots if that's not clear, but I don't actually know the best way to post or link them here.
Scorrp10 Feb 18, 2016 @ 3:10pm 
Psi lab is prime candidate. You want to build and upgrade it asap, and at 10 power its a hog.
Shadow chamber, not so much. You build it, its 5 power, and you only need upgrade at the very end.
Resistance comms are 3 power and upgrade is 5 more, total of 8, and you also want to upgrade it quickly. So also good candidate.
Aranador Feb 18, 2016 @ 5:51pm 
Yah a reasonable point - but if your 2nd power coil is tucked in the back corner of the avenger, I'd still mark it for Shadow Chamber - Comms are needed earlier, and best if they can benefit from a work shop.
Drunetovich Feb 18, 2016 @ 6:37pm 
Why build a workshop at all? it seem to be cheaper to just hire two more egineers instead of wasting a room tile, build time, build resources and power on workshop
Aranador Feb 18, 2016 @ 6:40pm 
Mostly for time efficiency - if you are super lucky and always finding engineers nice and early in the game - good for you.
Ranfle Feb 19, 2016 @ 1:06am 
Thanks everyone for help!
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Date Posted: Feb 18, 2016 @ 1:17pm
Posts: 22