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« on: April 28, 2022, 07:11:51 am »
It is counterproductive to explore everything with 1 scientist. You're wasting a lot more time and stalling yourself in the walkthrough.
Again, the vast majority of technology and research works on immersion. They don't globally change anything or affect gameplay.
Saul has done a great job with research chains.
Everything is quite logical and intuitive.
In order to go on a branch of cults enough to study 1 time each of the cultists. Conventionally, captured a follower = learned about the cult, opened the network, flew to a small base and captured the leader = learned about the HQ, cleared the HQ = destroyed the cult.
As you go through the cult branch, you get 2nd and 3rd promotions. And that's good weapons, armor, and transports. Re-learning cultists just unlocks lore or weapons that don't compare to the one you get from the promotions.
You want better weapons and armor study alien technology (engineers and leaders, some medics and navigators). Alloys = armor. Elerium = laser weapons. Alloys and Elerium new transports and fighters.
The aliens have some useful secondary technologies, which will cause you to have to capture and learn more than 1 time. But then again most minor technologies just give you some food for thought.
All global technologies can be obtained by interrogating each of the enemies once. Extra interrogation = nice bonuses.
You can set up budget bases as outposts without hangars with an intelligence center and/or bio labs (total of 10 scientists).
Installing the base 1000
biolab 750
Intelligence Center 750
Prison cells 120
Animal cages 100
Living quarters 400
Storage room 150
Total 3.270.000 or 2.520.000 (1 lab)
Lifting money. That's 2-3 forward cult bases or 5-6 outposts.
Later on, convert into a full-fledged base with a strike force, fighters, labs, and alien containment.
What about osprey and other transports is very wrong. Without cheats and abuse of the cult HQ is very hard to take, let alone attack alien bases and ships. You will lose simply because of the density of enemy fire. That's what extra bases are for, covering new territories.
I completely understand your interest in exploring and seeing all the content. I am the same way. I love and practice reading ufopedia...
But in my opinion fundamentally you have 2 mistakes.
1. it's not a willingness at the right moment to research a really important technology with all your powers, which will give a breakthrough to the whole game
2. the lack of new bases. New bases have a complex effect on gameplay. More scientists, faster deployment of troops, more soldiers in combat, higher chance of seeing a UFO and then shooting it down (Early fighters don't fly all over the globe...)