Lightweight Strategy Overhaul

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Author: RealityMachina

Last revision: 4 Dec, 2023 at 19:22 UTC (18)

File size: 1.81 MB

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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 extra turns (varies depending on rank) 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. Soldiers advising havens also get bonus XP from missions XCOM performs in the continent.

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.

Heat from high heat continents will spread to low heat continents that XCOM has operated in at the end of months: you will have a time limit to take advantage of working in regions that ADVENT has considered unimportant, but in exchange you will be able to return to high heat areas faster as ADVENT spreads attention across multiple continents.

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.

What’s the difference in ranks for soldiers advising havens?
– Rookies to Corporals provide one extra turn, Sergeants to Majors provide two extra turns, Colonels and above provide three extra turns.