XCOM 2
125 ratings
Light Strategy Changes
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.755 MB
Oct 21 @ 9:16pm
Nov 10 @ 8:41am
7 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Light Strategy Changes

Subscribed
Unsubscribe
In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
83 items
Description
Adds a continental heat system with varying consequences, along with an haven adviser system.

The Basics
Every continent gets its own "Resistance Command".

These can be staffed with a soldier, engineer, or scientist, with the benefits changing depending on type used, and whether you unlocked the continent bonus for a region.

Soldiers provide extra mission help: they provide an extra turn and when the continent bonus is unlocked, they turn civilians to XCOM friendly and provides the squad with the ability to pause timers at the cost of intel.

Engineers provide a rebate on supplies spent for building radio relays, and when you unlock the continent bonus, you earn a bonus to supplies when you go to scan and pick up the supply drop.

Scientists help provide extra decay of heat for their continent, and when you unlock the continent bonus, provide extra intel for every point of interest you scan in that continent. Note that they will not provide any research bonuses while out on assignment.

The Heat System
As XCOM performs more missions and covert actions in a region, the heat of that continent will go up. Early on this just removes the initial bonuses you get from operating in a "quiet" continent (such as timers waiting for broken concealment or smaller detection ranges), but as time passes, and you commit to more and more missions in a given continent, heat will start penalizing you, going from increasing force level to completely removing starting concealment on missions.

In addtion, strategic consequences can also arise: continents with medium or more levels of heat cause XCOM soldiers on covert actions to come back with negative traits, or for less supplies to be recovered depending on how many continents are afflicted.

Once a continent hits peak heat, it will spawn a resistance command defence mission, which is a two part tactical mission. At least the first part needs to be completed to prevent multiple region loss, though successfully beating the second mission will increase the continent's supply income. The end of this mission will always reduce the continent heat's to a more manageable level, in any case.

Other ways of managing heat are available through XCOM's research, as a pair of repeatable techs that let you spend either intel or do missions to try reducing the most affected continent's heat.

Pyrrhic Victories is thus listed as a required mod, as part of the end goal of this system is to incentivize doing more smash and grabbing against the odds instead of digging in your feet and fighting everything.

Covert Action Missions is also listed as to give the player a way of generating missions outside the normal spawning zone.

FAQ
Does this work in a campaign already in progress? - It should.

The reduce heat techs don't specify what continent they're for - These will always target the continent with the largest amount of heat.
Popular Discussions View All (1)
3
Oct 29 @ 9:41pm
(now fixed) New "Resistance Command Defense" feature broken out of Gatecrasher
SchwaAkari
< >
89 Comments
Dawnpromise 12 hours ago 
Minor comlaint: There doesn't seem to be away to pro-actively reduce heat. At least not any way that's obvious. It seemslike the only way I can reduce heat is to assign scientists.

The descrption says there's supposed to be a research I can take to reduce heat. Is the 'Guerilla OP' research supposed to be how I reduce heat? If so could you edit the description to make that more obvious? Right now it doesn't seem very intuitive.
yes_commander Nov 11 @ 8:34am 
Playing Legend with Beta Strike. Using doubled timers to account for longer battles. In this context, there's not much incentive to put a soldier in as an advisor. 1 extra turn isn't very significant. Some customization in that regard would be cool. If soldier advisors could provide a chance for more beneficial sitreps (an occasional resistance soldier, or civilians with supplies, or -10 to hacking difficulty for one mission, etc), I'd be more inclined to use them.

The only staff position I end up using is scientists.

At the same time, since I want to see what the mod actually does, I have an incentive to not actually put scientists in, if that makes any sense.

I'd love it if the systems were transparent so that I could plan around things, beyond just "I think heat will increase soon. I guess I'll send Bill Nye to Resistance Command for a few weeks.

Definitely going to continue using it, and looking forward to seeing how it develops
[TWU] MrCloista Nov 10 @ 7:16pm 
So if I keep the R/O it'll do the reduce4d detection, but if I drop the R/O it'll do the stealth insertion?
RealityMachina  [author] Nov 10 @ 5:27pm 
Basically it runs Stealth Insertion unless the player has something that makes that redundant, in which case it'll run the alternative of harder detection.
[TWU] MrCloista Nov 10 @ 4:53pm 
@RealityMachina I am a little confused about the SitReps heat levels generate. I see 'Silent Conditions' in no/low heat areas, and the sitrep states it makes soldiers harder to detect, but reading here and in the configs it states no/low heat means stealth insertion (timers dont start until concealment broken) - is this an either/or or does both happen? I'm currently running the stealth insertion resistance order, and if it's both I'll drop it for something else until it's useful due to higher heat levels.
Dawnpromise Nov 9 @ 10:00pm 
@Stefan

I think the way the rebate works is you get supplies back the moment you start building a tower. Not sure how much you get back but I did notice I my supplies weren't going down as much as they should when I was building them.

More information would be appreciated here. Is it a %cost rebate? And how much do engineers increase supply drops is it % based as well? Lots of vague information here.

That said I do love this mod, gives me something to do with excess staff.
Stefan Nov 6 @ 9:26am 
i tried this mod and its interesting. but what is the rebate i get for the engineer when building relay towers. I expected supplies when the tower was built but i got nothing. CAn anyone explain?
CS_frankenbite Nov 2 @ 12:50pm 
I'm currently in the (commander) midgame with this, plus with larger pods, larger squads, beta strike, and doubled timers. The additional forcelevel does encourage evacuations more, since I'm seeing andromedons and gatekeepers before I have effective crowd control. It did make me put a scientist on the continent, but I don't have much idea how effective he is (the heat has stopped going up though). Also the rest of the continents are doing fine (essentially no heat) with just rookies in the adviser slots.
I think heat levels could be higher overall (difficulty options would be good to have further down the line). Maybe heat should spike really hard whenever you complete a big mission (avatar/story/chosen missions). So that whenever you feel confident enough to do a big mission, ADVENT forces you to assign more scientists as advisers, slowing down the lategame snowball.
RealityMachina  [author] Nov 2 @ 11:03am 
@yes_commander

The game picks a random location on the continent for the cells, so I'd imagine in your game they just happened to pick the part of central asis considered part of Europe/Asia/Africa.
yes_commander Nov 2 @ 7:13am 
Enjoying this quite a bit!

I noticed that the locations where I swap staff members for Europe/Asia/Africa are all clustered together in central Asia. Are others seeing this too, or is it unique to my game for some reason?

Other than that, things seem to be working well. Currently at mid-June in this campaign and things are heating up on my starting continent.