Manufacture Job

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Author: RealityMachina

Last revision: 7 Jun, 2017 at 01:12 UTC

File size: 205.82 KB

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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 installedsteamappsworkshopcontent268500855515776Config)

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.

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