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the shame is that you only start with anough power to power 1 extra room. untill you get a exsposed core open so you can build a power node on it (IMO building them in an normal room dosn't give you a decent return vs cost.
http://steamcommunity.com/sharedfiles/filedetails/?id=620586407
and
http://steamcommunity.com/sharedfiles/filedetails/?id=625272665
might help
As your link indicates, it's not 10% per level up.
Each soldier gets 1 AWC ability and a rank between corporal and colonel rolled (either when the AWC is built, or when the soldier is recruited, if recruited with an AWC in place already). You need to go into their abilities tab at any time they are exactly the rank that was rolled. That means that unless you run the AWC mod to make the game less challenging, it's very important that you cycle through the abilities tabs of all your soldiers before they level up again, or you might miss out (this goes for psi ops doubly as well since they never level up conventionally).
Good advice. Power relays are only the 4th best choice to place on a coil, Psi Lab, Shadow Chamber and Resistance Communications are all strictly better choices, granting you 10, 9 and 7 bonus power respectively, and doing so instantly, instead of having to wait for a construction to complete.
Then I may just been extremely unlucky. Need to test those mods at somepoint. I did look that retroactive mod before but if it gives all perks as random and it might confuse gameplay.
Unless you have power coil above row 3 you can (and, arguably, SHOULD) build GTS, AWC, PG and upgraded psi lab within the slots in rows 1-2 with one fully upgraded and staffed power relay as power source.
Waiting extra time to dig out power coil to build psi on it might save you some supplies and manpower, but it will cost you time — something more valuable than supplies in the long run.
You can get psi lab up just as fast on a power coil (at least in legendary, and at worst marginally slower in commander) if you dig straight towards the power coils and consider using the HQ construction boost for a few weeks in April as required.
Upgrading a power relay and staffing with 2 engineers is vastly expensive. You can get GTS, Proving Ground, AWC, Psi Lab and Upgraded Res Comms off a single unstaffed and unupgraded power facility (i.e. no engineer cost involved and no $100 + $10 a month upgrade fee on the power relay). 2 engineers committed to the essentially useless task of producing power that early in the game is going to be a massive drag on digging and base building.
The best approach to the early game strategic layer is making your supplies and engineers go as far as possible. That means minimising engineers assigned to anything other than digging (which is the only limiter on medium and long term base progression) and not wasting resources on unnecessary buildings like upgraded power relays and workshops.
It takes over 6 months in Legend difficulty and 3 in commander. A campaign in total is somewhere around 10 months in Legend and 6 months in Commander. If you don't push to get them up within three months, you ain't getting maxed out psi ops unless you feel like a pointless end game grind dragging out time.
If you're being moderately cautious about not giving unnecessary kills to a psi op, then you're losing less than ~10% of your xp per mission (kills give 4x what assists do, apparently). When you can buy ~2 colonels a month for the last few months of your campaign, that have the equivalent of 20+ missions worth of experience as new, this is a far, far lower cost than dragging your heels getting psi ops.
Digging out 2 slots in first row takes 20 engineer-days (one slot for AWC or PG, one for power relay).
Then — as two engineer dig out a slot in second row for 30 days — you build a power relay in row 1 slot.
In 40-50 days from start you start building psi lab in row 2.
You can't possibly start building psi lab in row 3 until day 60 — and that assuming perfect coil position.