![]() They are super low priority unless you have a lot of soldiers who got bad traits on missions because you let them get wounded too badly or sent them out when they're tired. Infirmaries are now the building that accelerates healing when you're staffing an engineer there. And if you don't get to the proving grounds fast, you'll fall back on the avatar timer. So move along the Officer->Skulljack, resistance comms path as soon as you can, because you might have a string of distractions that will expire if you don't have them. Labs and research in general are better than before, but beware! with all the new "Inspirations" (random chance for half-time, but only if you take that research NOW) and extra projects (like adding +1 damage to pistols, or +1 HP to all heavy-class armor) you may struggle to follow the main research path. Workshop is now obsolete, because you have more options to get engineers, who don't cost nearly as much, don't need a building slot, and do not cost upkeep. and indeed some of them actually DO show up as continent bonuses. ![]() Resistance orders can be compared to continent bonuses. ![]() Also, doing the first two "find the chosen" missions for each faction grant slots you can use at the end of the month for "resistance orders". The GTS and this building compete for being the first to build. If you have two engineers, I'd recommend keeping one of them permanently in the ring. One of the possible boosts is a full promotion, so you can get squad size II much faster than normally possible. It levels up your soldiers a little bit when used, but also increases their bonds, gives a minor stat boost, and gives you some benefit like an engineer, supplies, even set back the avatar project by 1 block.
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