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
Also, the further you progress in the story, the more base upgrades that will be unlocked, including passive money generation, better forging rate, and more forging slots.
Another thing, if you're still hurting on agents, is I highly recommend just doing informer rescue missions instead of interrupting them, as the person you rescure will automatically join your ranks as well as immediately give you the intel after mission completion.
One thing about this I forgot, hiring agents also increases danger, which makes you need to move hideouts sooner (you can reduce the penalty through upgrades, but that again requires story progression), so don't hire too many guys too quickly. I believe the people you rescue don't have this penalty, so that's another reason to do those missions.
Prolong a particular chapter, say chapter 1 for as long as you can. It helps to not do story missions ASAP. then have your Forger Agents make money for as long as you need. Again as an example, in chapter 1, I didn't do the final story mission (CIA route, Scorched Earth) until I had 75k in the bank. Now I'm nearing the end of chapter 3 and will be needing to forge more money ASAP as I've less than 10k now and I know things are just going to get more expensive from here on.
The captured agents add to your danger level and are what is causing you to move the base so often, or in your case, get raided.
You need ensure not have cells increasing constantly base danger level. Attack in priority the cells with this effect.
You probably don't spread well your agents, use pause when you hear the ping cluing new events.
Events that are very far from your base will have no effect on it. Check carefully the real effects of each enemy activity and get a better clue of all those you can ignore, this can make a huge difference.
But when you are close to have to move your base, this can require some extra management and caution. So check the possible base move locations and their price. If you need move base, try select the cheaper if possible.
In general don't buy anything if you haven't about 10K in backup.
To spread more efficiency agents to manage events, it's often a good to consider your base can provide a scout pair, or two later, by stopping temporary an activity.
Then the nasty trick exploiting a bit a design weakness, when a cell only lower income without effect on danger, let it live.
EDIT: It seems this trick hasn't been quoted yet, crafting and selling can provide a good amount of extra income. When you are in critical phases, you can consider this option, particularly if you have agents that craft faster. Quote that you can check this for agents with hidden skills, the hidden skills are already active.
1. Kill all enemy Agents you encounter on missions and do not bring them back to base. They somehow increase your Danger level over time IN YOUR BASE! If you want more Agents, pray for more missions where you go out to rescue your Informer from assassination.
2. If you reveal a Beholder cell, wipe it off the map ASAP. Do not hesitate.
3. Sell unwanted and obsolete gear and equipment. No point hanging on to them.
4. Make researching anyting related to Forging more cash in the Workshop your top priority.
5. Do not hire Agents early on in the Campaign. They initially add 60 Danger. Eventually, you can research options to bring that down to 40 then 20.
1. I found that as long as you're performing some sort of MKULTRA treatement on them (including release) they actually don't increase danger for the duration of that treatment, so just make sure to keep an eye on that. Plus there's upgrades to reduce the danger buildup from captured agents. I don't know the exact amount, but I remember at some points having 3 or 4 agents and having no danger buildup, so they're definitely good to have.
2. If you click on the beholder cell, you can see the affect it's having on you. If it's increasing danger, you will probably want to deal with it. But if it's just affecting cash flow, then as long as you can manage the recon ops, you're probably okay letting it be for a little bit. It just may take longer to farm money than you like.
For point #1, you are correct. However, that is somewhere in the late game already and after spending tons of cash researching it in the Workshop.
For point #2, I never realised that! I just see a Beholder cell appear on the map and instantly want to get rid of it.
The advice to slow down on doing the story missions is good. There is a big advantage inb completing missions in pure stealth becasue you don't take any heat. Once an agent's ID is blown I believe it makes it easier for Beholder to find your base. This is costly in both new ID's and base relocations. Also if none of your agents ever have any heat (or very rarely have it) you need less of them.
There are big advantages to completing missions in pure stealth. Not least of which is never leaving any loot behind and not needing heavy armour weapons/armour which you can sell for a lot of cash.
It's important to upgrade to four MKUtlra slots so you can process enemy agents in batches of four. While they are in MKUltra you don't get additional danger from them. If your MKultra is full, don't bring in any more until slots are cleared.
I use one slot to do a Locator and a Control Phrase (which takes a while) after interrogation and then release. You get an extra base assault mission from this usually which is very profitable. just execute the other three slots. This seems about the right balance.
So main things are:
* don't take heat (by not getting busted on mikssions) to reduce the number agents you need to operate effectively
* find and kill any beholder base giving you additional danger and reducing your income
* sell excess equipment to upgrade your base, particualrly MKultra slots and interrogation/execution cost reductions
Another thing which I haven't done is to expand the worshop to mass produce items for sale. You will need additional agents for that though.
Well when I have them assigned to a "treatment" they don't seem to cause any +1 to danger. I meant that while they are undergoing interrogation or w/e they don't. So you can be processing four without any danger hit. If you got any more waiting in line, without Faraday Cage you get a +1 danger hit per.
Another major problem with money generally comes from building the MK Ultra too early in the game. You don't need to build it until the game drives you to do so. Honestly it shouldn't even be available until then. It can cripple your game if built too soon. But if built at the right time, when you are flush with cash, and you have "control phrase" you can use it to get new agents nearly every mission.