XCOM 2, the turn-based tactics game from Firaxis and 2K Games, remains one of the most popular titles in its genre. As the sequel to 2012's XCOM: Enemy Unknown, the second game massively expanded the tactical options and features while remaining true to the series' classic formula. With new players diving in and veterans returning to the resistance,XCOM 2 is never short of fresh recruits for the battle to liberate Earth.
While the original XCOM had players attempting to save the planet from an alien invasion, the sequel tells the story of what happened after they failed. XCOM 2 tells a tale of resistance, with the last vestiges of the Extraterrestrial Combat Unit attempting to overthrow their new alien masters. In order to do this, XCOM will need to make Contacts among resistance groups around the world, gaining access to new resources, missions, and income as they do.
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Players are limited to only three Contacts at the start of a game of XCOM 2, and expanding that number should be one of their first goals. To begin with, players will need to complete the research project Resistance Comms, which will become available after the first Guerilla Ops mission has been completed. Once this is done, players will unlock the ability to build Resistance Comms facilities in the Avenger.
Comms facilities cost between 110 and 160 Supplies based on difficulty, consume 3 Power, and take 16 days to build. Each Comms facility will raise the Contacts cap by 1, and an additional 2 if it's staffed by an Engineer. Players who are looking to maximize the space on XCOM 2's sci-fi aircraft, the Avenger, will want to later upgrade their Resistance Comms, at the cost of 125-190 Supplies and 4 Power. This will
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