How badly does manors effect overall income? There seems to be 4 manors total (march 1998)
One of them I killed quickly 1997 but I was late In connecting dots that cars=manors , do only discovered rest until now. #2 of 4 I don't know location. #4 killed last month. #3 located but outside of osprey range so. Thinking to send 8 man team.. exalt.. 😢
No flying jets coming out of them yet
I assumed manors would make income go down in a country so when I saw nothing go downward I assumed safe, but now I'm wondering if I've been so low on money, because of these manors flattening countries income?
Also is it ok to sell alien weapons ? I have some but afraid if selling there might be nechanic of cults receiving them lol
Any other money making tips, im stuck at 2 bases rn. 2 ospreys, 40 scientists, 25 engineers, kinda stuck at under million $ to float freely l, would like to afford 3rd base and get ready for aliens
Have dagon hq defeated but need to research statue still, have black lotus avatar ready to be interrogated, red dawn coordinator being interrogated, I can research alien alloy engineering but unsure if worth atm
Not sure what kind research I should be prioritizing to shoot down aliens , also unsure which tech allows me to view my troops psi strength
You might want to read through the tips and tricks thread, which includes a huge number of small advice as well as some strategic tips:
https://openxcom.org/forum/index.php/topic,8199.0.htmlManors have a very small impact on your income (monthly score -3 to -5) so that's irrelevant. The worst thing is when they upgrade to tier-3 and have MIGs that could be faster than your craft and shoot them down. Manors generate minor cult missions in the region, but that's mostly irrelevant as well. The manors upgrade on certain schedule. After 5 months, the manor has 30 % of chance to upgrade to a greater manor and after 10 months it's 100 %. The same upgrade chances from greater to the greatest manor. The greatest manors have 10 % chance to upgrade to hybrid embassies after 6 months. Later in the game, the manors might also spawn directly as tier2 or tier3.
Obviously it's the easiest to deal with manors when they are tier1 (no reinforcements), but IMHO tier2 is also fine if you know the tactics. You'll just have to learn the locations of manors and avoid tier3 until you trigger the MIGs, run away and after that assault it (once the hunter-killers have been triggered, there's a very long cooldown for them to go for you again).
It's fine to sell all alien plasmas until the beginning or mid-1999. You can use the money, and you get plenty more of them before you can research them. Alien lasers you can learn to use much earlier so I'd try to hold on to at least some of those (and all the clips).
Researching 'metapsychology' is the one where you get to evaluate the PSI strength of your agents. Browsing the research tree with 'Q' and
http://xcf.trigramreactor.net are your friends. You should obtain some idea of what's useful to research. There's so much junk around that otherwise you get swamped (you have already been I think). Playing 'blind' a recipe for disaster and a restart sooner or later.
You still have plenty of time before the invasion starts, and in any case it will be a rather slow beginning. You don't necessarily even need to shoot down anything at first. You don't need to be too much concerned about that at this point. You should rather focus on expanding your research potential (science and other labs in the bases) and obtain global coverage. Your number of scientist shows that you don't have full research even at your two bases yet.
At this point of the game, most of your funding comes from the council and its gradual upgrades keep you afloat. The second main source of income are the money briefcases and money bags you might get when dealing with cult safehouses, outposts, forward bases, etc. Whether you get lucky and get manor funds is up to RNG.