XCOM 2
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Manufacture Job
   
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Feb 2, 2017 @ 12:08pm
Jun 6, 2017 @ 6:12pm
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Manufacture Job

In 1 collection by RealityMachina
RealityMachina's Long War 2-only Mods
21 items
Description
Adds a new job for rebels at havens: manufacture materiel for XCOM. (This is basically meant to be a more in-character mod for LW2 involving production of items. Besides, they get auto-upgraded weapons already, why not put that talent to use for XCOM?)

This will let them produce a utility item (nanofiber vest, smoke bomb, etc), + a weapon, armor, or plasma grenade for XCOM's usage. Items that can be potentially produced is dependent on what XCOM has researched.

Weapon shipments are doubled if manufacturing is done in a liberated region. Any liaison can help out with manufacturing due to differing areas of expertise, though Engineers contribute the most. Manufacture will be unavailable if ADVENT is blocking any attempts to retrieve supplies.

Manufacturing's efficiency is affected by how many rebels are also gathering supplies: the ideal ratio is 2 suppliers for every manufacturer for 1 to 1 efficiency, and gets better or worse depending on the ratio a haven has.

Use the "InitNewJob" command to make this job work in in-progress campaigns.

Settings can be altered in this mod's XComLW_Outposts.ini, located at (wherever the game is installed\steamapps\workshop\content\268500\855515776\Config)


By default, 1 manufacturer with no levels, 2 suppliers, and sans liaisons, will send a weapon shipment to XCOM in about a month.

The formula LW2 uses for this is: daily income is (IncomePerRebel * NumRebels) - (IncomePenaltyPerFaceless * NumFaceless).

IncomePerRebel per, well, rebel is the base income level of a job, multiplied by the level of the rebel on the job.


Popular Discussions View All (1)
0
Jun 26, 2017 @ 12:27pm
Localication
Nor Dogroth
88 Comments
Hangin Bangin Luigi Nov 15, 2023 @ 7:49pm 
does this work with long war of the chosen?
Dęąth Viper Apr 12, 2022 @ 5:24am 
does this work with stategy changes?
Calligo Jul 9, 2018 @ 4:17am 
This mod is pretty neat, but it seems to more or less break the late-game economy. With a couple regions set largely to manufacturing, I produce so much weapons and equipment that I can effectively double my supply income by selling everything I don't need (lots of lower-tier stuff, which still adds up when you sell magnetic and coil by the dozen) to the black market.
Dragon32 Aug 29, 2017 @ 12:38pm 
@Nasarog:
It's a LW 2 mod. Stop blindly copying and pasting and use your brain maybe?
(he says copying and pasting)
Nasarog Aug 29, 2017 @ 11:15am 
Willl this be updated for War of the Chosen?
sdomult Aug 11, 2017 @ 6:01am 
I absoluvely love the mods you've made, specifically ones around the functionality of the havens. I feel like there could be more strategy overall with the resistance and havens that could make it feel more like the old X-Com with bases around the globe as they get liberated. How hard would it be for a base building function for each haven for it's different bonuses and perks? I have 0 ideas on how to mod but this idea has been knocking around in my head for awhile. Different facilities for different havens for different perks? Just an idea for anyone who could do it. I don't even know where to begin with trying for myself.
Killian Jun 18, 2017 @ 1:36pm 
Manufactured items are added to your inventory automatically.
dstone2 Jun 17, 2017 @ 3:16pm 
How will you pick up the weapons or other items?
Nitsah Jun 14, 2017 @ 1:43pm 
What do I add to the Manufacture.ini to make it have a chance of producing Heal Grenade mod?
gongoozler Jun 9, 2017 @ 11:43pm 
Does it only works on a new save?