Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Personally I find the hard part to trying to get this going early is less the research, that bit's easy.
But trying to get the funds together and often feeling that I really need four (technically five, because power) other rooms to be built first. One of these days I need to just bite that bullet.
As such, the main way to rush Psionics is build a Lab for extra research speed (this may not be particularly important on lower difficulties with shorter research times), and make sure you have sufficient supplies, energy, and an open spot to build the Psi Lab as soon as the tech is researched.
I'd also suggesting having extra supplies and energy to get the upgrade for the Psi Lab immediately, as well as a spare engineer for training.
Effectively, early Psi-Ops come at the cost of everything else: weapons, armor, squad size upgrades, and other (often more important) facilities need to be put on-hold. You pretty much need to be able to 4-man, no-upgrades the first half of the game to pull it off (at least on Legendary; it's been forever since I've played a lower difficulty).