

There is a bump in mission counts starting around June. I do have to tear down some valuable buildings, but by the time I am constructing the Gollop Chamber the game is almost over. Tear down a workshop and a lab to build the Gollop Chamber (+10p, -35p 1 surplus).
#Xcom long war meld generator
Replace the fission generator at the end of the chain with the Hyperwave Relay (-11p -15p 26 surplus) Replace an internal fission generator with the 2nd elerium generator (+27p 52 surplus). Currently there is a surplus of 25 power, and only 3 steps remaining to finish the base: If you have concerns about limited floor space and power constraints, consider that in the base layout of my current campaign, I have built 7 uplink/nexus facilities, and was unfortunate in the position of my thermo generators, which are separated from each other and all other generators.

The inefficiencies that occur when replacing power facilities are very small by comparison, only costing money, which is plentiful in the late game. Aside from getting more money, scientists, and engineers, it will also mean that you will acquire continent bonuses sooner, diminish panic in more countries, and increase the chance of landed large UFOs.
#Xcom long war meld full
Rapidly achieving full coverage has very large economic advantages. I suggest optimizing resources and speed, rather than real estate efficiency. And trading resources for an extra lab doesn’t make sense in the late game because the real bottleneck to research is eventually going to be weapon fragments. An extra workshop will not compensate you for the additional resource costs of 2 nexuses in a reasonable amount of time. And what does an extra room really give you? Well, you can either have an extra workshop or lab. But it optimizes for base capacity, not winning the game. On reddit, many players discussing base layout describe a 2x3 rectangle with 3 uplinks and 3 nexuses as optimal. Building 3 uplinks and 3 nexuses 1 in a 2x3 grid is very pretty, but it is wasteful, and takes longer. Switching an uplink for a nexus costs an addition $100, 50 alloy, 20 elerium, and 2 flight computers, and requires 10 extra engineers. Compared with a 3 uplink / 3 nexus layout, this uses up one extra room, and costs 8 extra power, but saves you a lot of time and resources. The key is to get that 2x3 grid with the first 6 uplinks, which then allows full coverage with 6 uplinks and only 1 nexus. The satellite uplink location marked with an X, can be placed on any of the 5 squares adjacent to the 2x3 satellite uplink rectangle, and result in the same number of connections. So lot’s of things are happening, but the most important is perhaps the start of the MEC program. The OTS upgrades will eat up any money lying around. With money rolling in from the Exalt missions, it is possible to fund many projects, but it will never be enough. A thermo generator should be up, and that enables you to build laboratories, or an alien containment facility, or both. In July you should have a 2x2 block of satellite uplinks which allows you to grab a couple continent bonuses, and then be able to keep building a satellite uplink/nexus every month until full coverage has been accomplished. Interceptors are equipping laser cannons in June, and should soon benefit from modules and foundry upgrades. With a Laser/Carapace opening, Summer is the period when the XCOM project really starts to roll. This post is going to pick up from where we left off, right at the start of summer and carry through about September. My early game strategy post left off about midway through June, having gone the standard Laser/Carapace technology route.
