<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lord+Yanaek</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lord+Yanaek"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Lord_Yanaek"/>
	<updated>2026-05-01T09:11:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=84941</id>
		<title>Psi Operative (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=84941"/>
		<updated>2017-05-18T11:47:15Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* Prerequisites */ Added diagram with 1.3 prerequisites instead of 1.2 text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psi Operative:&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp&lt;br /&gt;
&lt;br /&gt;
==Abilities (As of LW2 Version 1.3)==&lt;br /&gt;
{{Psi Tree (LW2)&lt;br /&gt;
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Initiate2={{Quick Study (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Telepath&lt;br /&gt;
|Subclass2= Resonate&lt;br /&gt;
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Adept1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Disciple1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Disciple2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Mystic1={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (Psi)(LW2)&lt;br /&gt;
| i_health0     = 1&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_psiOffense0 = 45&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_psiOffense1 = 4&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_psiOffense2 = 4&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_psiOffense3 = 4&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_psiOffense4 = 4&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_psiOffense5 = 4&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_psiOffense6 = 4&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
| i_psiOffense7 = 4&lt;br /&gt;
}}&lt;br /&gt;
This class gains no Strength&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference&lt;br /&gt;
:Base training = 3/4/4/4 days&lt;br /&gt;
:Scalar = 7/8/10/10 days&lt;br /&gt;
&lt;br /&gt;
Examples using Commander/Legend ranks&lt;br /&gt;
&lt;br /&gt;
If the soldier is the same rank as the ability, it will take 4 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train.&lt;br /&gt;
&lt;br /&gt;
*A scientist staffing the Psi Lab will reduce training time by 50%&lt;br /&gt;
&lt;br /&gt;
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from his/her mission.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
[[File:PsiPrerequ.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:PsiPrerequ.png&amp;diff=84940</id>
		<title>File:PsiPrerequ.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:PsiPrerequ.png&amp;diff=84940"/>
		<updated>2017-05-18T11:38:49Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Chart of psi abilities prerequisites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chart of psi abilities prerequisites.&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84743</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84743"/>
		<updated>2017-04-28T08:26:21Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the ADVENT strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. &lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84742</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84742"/>
		<updated>2017-04-27T19:42:13Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the ADVENT strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or loose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. &lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84741</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84741"/>
		<updated>2017-04-27T19:34:16Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the ADVENT strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations groups of rebels or the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing them will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. If you can detect this mission with enough time to infiltrate it, it&#039;s safer for your haven as even with a good squad you might end up with several dead rebels if the retaliation actually occurs. If for whatever reason you can&#039;t respond to the mission and loose all your rebels it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity, the advisor the advisor may also show up in the mission but only soldier advisors will ever be armed. Scientists and Engineers will never help you in a fight unless an officer hands them a pistol. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor might also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels, in this case you still won&#039;t be able to use that job for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum Alert Level and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. &lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Long_War_2&amp;diff=84740</id>
		<title>Talk:Long War 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Long_War_2&amp;diff=84740"/>
		<updated>2017-04-27T19:26:44Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Terms and Names==&lt;br /&gt;
&lt;br /&gt;
In order to keep conformity with the terms used ingame and help users to quickly relate the wiki&#039;s contents to the game, it would be better to use the exact ingame names and terms in all aspects related to the pages, including the page name. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:24, 16 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here are a couple of the terms that have different versions:&lt;br /&gt;
* ADVENT (ingame it seems to be always used with all caps)&lt;br /&gt;
* MEC (same as above)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alert or Strength?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s something we should decide and keep consistent. Should we use the term Alert or Strength when talking about what&#039;s internally referred as Alert Level but displayed as Strength?&lt;br /&gt;
Currently most pages use Alert but for players coming here to search for information this term means nothing. If we keep using this term we should probably add a link to explain what this means. Alternatively we might simply refer to that as ADVENT Strength since it&#039;s what players see in various parts of the UI. Not knowing it&#039;s internally called &amp;quot;Alert Level&amp;quot; won&#039;t hurt their game but reading about some strange parameter apparently not shown anywhere can. I think it would make the wiki easier to read if we used Strength. --[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 19:26, 27 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(LW2)&amp;diff=84707</id>
		<title>Talk:Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(LW2)&amp;diff=84707"/>
		<updated>2017-04-24T18:04:05Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Created page with &amp;quot;This page is very rough and would benefit from links to pages explaining the mechanisms. I added one for doom rnf as someone asked on the Pavonis forum but almost every line c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is very rough and would benefit from links to pages explaining the mechanisms. I added one for doom rnf as someone asked on the Pavonis forum but almost every line could use one.--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 18:04, 24 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=84706</id>
		<title>Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=84706"/>
		<updated>2017-04-24T18:00:49Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In addition to a number of systemic changes, enemy troops&#039; stats scale with difficulty as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Unit Differences&lt;br /&gt;
! !!Rookie!!Veteran Vs Rookie!!Commander Vs Veteran!!Legend Vs Commander&lt;br /&gt;
|-&lt;br /&gt;
| Advent Drone || 3 HP, 1 Armor, 15 Detect Radius, 30 HackDefense, 33 FlankCrit || +1 HP, +10 HackDefense || +1 Armor, +1 Detect Radius, +7 FlankCrit || Same as Commander Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid Soldier || 15 HP, 33 FlankCrit || +3 HP || +3 HP, +7 FlankCrit || +3 HP&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Group Leader || 12 HP, 75 Aim, 100 PsiOffense, 100 Will, 33 FlankCrit || +2 HP, +10 PsiOffense, +10 Will|| +1HP, +5 Aim, +10 PsiOffense, +10 Will, +7 FlankCrit || +1 HP, +10 PsiOffense, +10 Will &lt;br /&gt;
|-&lt;br /&gt;
| Muton Centurion || 12 HP, 12 Mobility, 75 Aim, 60 Will, 0 ArmorPierce, 0 Crit, 33 FlankCrit || +1 Mobility, +5 Aim, +10 Crit || +1 HP, +10 Will, +1 ArmorPierce, +7 FlankCrit || +2 HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Systemic Changes&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Mission Timer Extra Turns || 4 || 2 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Typical 100% Infiltration Time || 96 hours || 120 hours || 144 Hours || 144 Hours&lt;br /&gt;
|-&lt;br /&gt;
| Additional Daily Chance to Find Easiest Missions || 10% || 5% || 3% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Typical Blacksite/Forge Infiltration Time || 240 hours || 312 hours || 360 hours || 384 hours&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Intel Cost || 25 || 25 || 25 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Time Scaling Factor || 2.0 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Increase Alien Detection at Higher Alien Force Levels || false || false || true || true&lt;br /&gt;
|-&lt;br /&gt;
| Chance Yellow Alert Alien gets Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chance Green Alert Alien gets Defense Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay || 1 || 3 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Max Engaged Enemies || 12 || unlimited || unlimited || unlimited&lt;br /&gt;
|-&lt;br /&gt;
| Show Reinforcement Flares || true || false || false || false&lt;br /&gt;
|-&lt;br /&gt;
| Reinforcement Speed Modifier || -20% || -5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
|Turns Before [[Reinforcements_(LW2)#Doom_Reinforcements|&amp;quot;Doom&amp;quot; Reinforcements]]|| never || 28 after reveal, 12 after strategic fulfillment || 24 after reveal, 10 after strategic fulfillment || 20 after reveal, 8 after strategic fulfillment&lt;br /&gt;
|-&lt;br /&gt;
|Region Intel Cost || 60 || 80 || 80 || 80&lt;br /&gt;
|-&lt;br /&gt;
|Communication Tower cost || 100 || 150 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Rebels Awarded by Missions || 2-4 || 2-3 || 2-3 || 2-3&lt;br /&gt;
|-&lt;br /&gt;
|Global Aim Modifier || 120% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Max Rank Soldier Exp Cost || 276/100% || 304/110% || 332/120% || 332/120%&lt;br /&gt;
|-&lt;br /&gt;
|Starting Supplies || 325 || 175 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Starting Intel || 150 || 125 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|GTS Train Rookie Days || 3 || 7 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|AWC Retain Soldier Days per Rank || 2 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|AWC Healing Bonus || 100% || 50% || 50% || 50%&lt;br /&gt;
|-&lt;br /&gt;
|Research Time Scalar || 100% || 100% || 110% || 120%&lt;br /&gt;
|-&lt;br /&gt;
|Clear Avenger Room Scalar || 100% || 150% || 150% || 150%&lt;br /&gt;
|-&lt;br /&gt;
|Build Avenger Facility Scalar || 80% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| First Month Dark Events Occur || 3 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| First Month Liberation May Occur || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Total Starting Alert Level || 15 || 25 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Starts on Day || 28 || 21 || 14 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Days Per Advance || 45 || 45 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Blacksite, Forge, Psi Gate Avatar Setback || 4 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Starting Number of Available Recruits || 5 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Intel Mission Rewards || 38-42 || 24-36 || 24-36 || 20-30&lt;br /&gt;
|-&lt;br /&gt;
|Alloys Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Engineering/Basic Research Scalar || 50% || 75% || 75% || 75%&lt;br /&gt;
|-&lt;br /&gt;
|Reduced Contact Cost Reward Scalar || 50% || 66% || 66% || 66%&lt;br /&gt;
|-&lt;br /&gt;
| Local Faceless Income Modifier || 0.03 || 0.05 || 0.06 || 0.07&lt;br /&gt;
|-&lt;br /&gt;
|Black Market Cost Multiplier || 2.75 || 3.0 || 3.0 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
|Days Between Alert-Up UFOs To Neighboring Regions || 14 || 12 || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Days Until First Force-Level-Up UFO || 21 || 18 || 14 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Facility Time to Research Doom || 35-45 days || 32-40 days || 28-36 days || 26-34 days&lt;br /&gt;
|-&lt;br /&gt;
|Chance to Transfer Regional Doom to Alien HQ || 10% || 20% || 25% || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aim Assist ==&lt;br /&gt;
Rookie difficulty only includes the XCom aim assist system which gives you hidden bonuses to aim each time an attack misses and after soldiers die.&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=AVATAR_Project_(LW2)&amp;diff=84663</id>
		<title>AVATAR Project (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=AVATAR_Project_(LW2)&amp;diff=84663"/>
		<updated>2017-04-16T19:40:33Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* AVATAR Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In LW2 like in vanilla XCOM2, you have to prevent the Aliens from completing the AVATAR Project to avoid loosing the campaign. A number of changes were introduced to the strategic layer thought, changing the way the player interacts with the AVATAR Project, and understanding those changes is important to avoid a strategic loss.&lt;br /&gt;
&lt;br /&gt;
==Unknown AVATAR Project==&lt;br /&gt;
At the beginning of the game, the Resistance has no clues about the Aliens true motivations. As a result the Commander and thus the player don&#039;t have any knowledge about the existence of the AVATAR Project or it&#039;s progress. Fortunately, this progress starts out slowly and the &amp;quot;Doom Meter&amp;quot; has been increased from 12 to 20 &amp;quot;pips&amp;quot; so the time required before ADVENT can win the game in the absence of XCOM intervention is longer.&lt;br /&gt;
&lt;br /&gt;
To learn about the existence of the AVATAR Project and uncover the &amp;quot;Doom Meter&amp;quot;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time. This is the first major objective a player receives in a new campaign so usually the AVATAR Project won&#039;t stay hidden very long but it&#039;s a good idea to try and complete that objective relatively early (ideally before the end of June) in order to have a better view of the Aliens&#039; progress.&lt;br /&gt;
&lt;br /&gt;
==AVATAR Research==&lt;br /&gt;
The Alien Fortress will generate research at a regular rate. In addition, ADVENT will build facilities throughout the world that will generate additional &amp;quot;pips&amp;quot;. The research generated by facilities comes faster (with some random variation) and every facility will generate it&#039;s own research. Research generated by facilities have a chance to be immediately transferred to the Fortress when generated, affecting the ability of XCOM to disrupt their progress. Difficulty will affect each aspect of AVATAR Research&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Difficulty&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Time until the first point&lt;br /&gt;
of doom appears&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research time to add&lt;br /&gt;
doom at the Alien HQ&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research at facilities&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Min time to add doom&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Max time to add doom&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Chance to transfer to Alien HQ&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 35 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 45 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 23 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 46 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 32 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 21 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 42 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 36 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25%&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 26 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 34 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 30%&lt;br /&gt;
|}&lt;br /&gt;
===Research pace===&lt;br /&gt;
Research starts slowly as only the Alien Fortress is generating research at the start of a campaign. The first &amp;quot;pip&amp;quot; appear after 20 days (on Legend) which is one day before the first supply drop. Additional pips take 40 days (almost 2 supply drops) to be generated. This might give the impression that it will take years to complete the project.&lt;br /&gt;
However, as additional facilities are added, research will accelerate a lot from June to December in the absence of XCOM disruption and loosing to the AVATAR Project completion is a real possibility.&lt;br /&gt;
&lt;br /&gt;
===Facilities construction===&lt;br /&gt;
&#039;&#039;This section is under construction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dealing with the AVATAR Project==&lt;br /&gt;
There is a number of ways in which XCOM can undermine the Alien&#039;s progress towards the AVATAR Project. Compared to vanilla XCOM2 the project start slower, it&#039;s harder to remove research but it can be slowed down.&lt;br /&gt;
&lt;br /&gt;
===Destroying accumulated research===&lt;br /&gt;
Doom counter &amp;quot;pips&amp;quot; can be removed in LW2 exactly in the same way they can be removed in vanilla XCOM2 : by completing some main objectives and taking down facilities. However, both have been significantly altered in LW2 and it&#039;s generally much harder to reduce the Doom Counter, especially in an emergency situation.&lt;br /&gt;
&lt;br /&gt;
====Taking down Facilities====&lt;br /&gt;
When a facility is destroyed, all the research accumulated at that facility will be lost. Of course, research that was transferred to the Alien HQ can&#039;t be destroyed by taking down the facility that originally generated it.&lt;br /&gt;
Contrary to vanilla XCOM2 however, XCOM won&#039;t get a notification when a facility is built and won&#039;t know their locations until they actually find and decrypt classified ADVENT data. In the game, those data are materialized by &amp;quot;Facility Leads&amp;quot; that can be recovered during some missions listing an &amp;quot;Intel Package&amp;quot; as their reward. Those missions will appear like regular [[Missions_(LW2)#Guerrilla_Operations|Guerrilla Operations]] and can&#039;t be identified with certainty. It&#039;s possible to predict which missions have a good chance to reward you with a facility lead as those missions obey some specific rules :&lt;br /&gt;
* They will only appear if there are more facilities currently on the map than XCOM have Facility Leads in storage (it&#039;s impossible to stockpile leads for future facilities).&lt;br /&gt;
* They are more likely to appear in regions with an existing facility.&lt;br /&gt;
* They will always be a mission to hack an ADVENT Workstation or free a Scientist.&lt;br /&gt;
* They reward you with raw Intel and an &amp;quot;Intel Package&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After a Facility Lead is recovered, it must be decrypted which requires research time and some Intel. When this research is complete the location of the facility will be revealed and it will be possible to attempt a sabotage mission. The region containing the facility must also be contacted in order to start that mission and the mission requires Infiltration so it&#039;s not really possible to take down a facility quickly. Destroying a facility is not a valid emergency measure like it is in vanilla XCOM2.&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;Tip&#039;&#039; : Even thought the location of facilities is unknown until a Facility Lead is researched, it&#039;s possible to learn which region holds them. When a new &amp;quot;pip&amp;quot; is created and added to a facility, the message shown on screen will tell the location of that facility. It&#039;s a good idea to write those down and try to contact a few of those regions as it makes it increases the chance to actually acquire a facility lead and saves time when the facility eventually appears on the map after researching a lead.&lt;br /&gt;
&lt;br /&gt;
====Completing objectives====&lt;br /&gt;
Completion of some storyline objectives will reduces the Doom Counter. It&#039;s the only way to remove &amp;quot;pips&amp;quot; assigned to the Alien HQ. The amount of &amp;quot;pips&amp;quot; removed varies with difficulty, Rookie being more forgiving than higher levels. In total it&#039;s possible to destroy 16 &amp;quot;pips&amp;quot; on Rookie and 13 on every other difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Objective&lt;br /&gt;
completed&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Doom removed&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Rookie&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Veteran +&lt;br /&gt;
|-&lt;br /&gt;
| Raid the Blacksite&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Raid the Forge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Recover the Psi Gate&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Kill a Codex&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Kill an Avatar&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slowing down the progress===&lt;br /&gt;
&#039;&#039;Section under construction&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:AVATAR_Project_(LW2)&amp;diff=84661</id>
		<title>Talk:AVATAR Project (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:AVATAR_Project_(LW2)&amp;diff=84661"/>
		<updated>2017-04-15T13:14:15Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Created page with &amp;quot;I started this page to (hopefully) help players understand how to play the strategic layer and stop endless complains about &amp;quot;incomprehensible defeats&amp;quot;. I don&amp;#039;t know whether it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started this page to (hopefully) help players understand how to play the strategic layer and stop endless complains about &amp;quot;incomprehensible defeats&amp;quot;. I don&#039;t know whether it should appear on the main LW2 page under Strategy Layer for better visibility or as a sub-page under ADVENT&#039;s agenda. --[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:14, 15 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=AVATAR_Project_(LW2)&amp;diff=84660</id>
		<title>AVATAR Project (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=AVATAR_Project_(LW2)&amp;diff=84660"/>
		<updated>2017-04-15T13:11:11Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Created page with &amp;quot;In LW2 like in vanilla XCOM2, you have to prevent the Aliens from completing the AVATAR Project to avoid loosing the campaign. A number of changes were introduced to the strat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In LW2 like in vanilla XCOM2, you have to prevent the Aliens from completing the AVATAR Project to avoid loosing the campaign. A number of changes were introduced to the strategic layer thought, changing the way the player interacts with the AVATAR Project, and understanding those changes is important to avoid a strategic loss.&lt;br /&gt;
&lt;br /&gt;
==Unknown AVATAR Project==&lt;br /&gt;
At the beginning of the game, the Resistance has no clues about the Aliens true motivations. As a result the Commander and thus the player don&#039;t have any knowledge about the existence of the AVATAR Project or it&#039;s progress. Fortunately, this progress starts out slowly and the &amp;quot;Doom Meter&amp;quot; has been increased from 12 to 20 &amp;quot;pips&amp;quot; so the time required before ADVENT can win the game in the absence of XCOM intervention is longer.&lt;br /&gt;
&lt;br /&gt;
To learn about the existence of the AVATAR Project and uncover the &amp;quot;Doom Meter&amp;quot;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time. This is the first major objective a player receives in a new campaign so usually the AVATAR Project won&#039;t stay hidden very long but it&#039;s a good idea to try and complete that objective relatively early (ideally before the end of June) in order to have a better view of the Aliens&#039; progress.&lt;br /&gt;
&lt;br /&gt;
==AVATAR Research==&lt;br /&gt;
The Alien Fortress will generate research at a regular rate. In addition, ADVENT will build facilities throughout the world that will generate additional &amp;quot;pips&amp;quot;. The research generated by facilities comes faster (with some random variation) and every facility will generate it&#039;s own research. Facilities research have a chance to be transferred to the Fortress affecting the ability of XCOM to disrupt their progress. Difficulty will affect each aspect of AVATAR Research&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Difficulty&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Time until the first point&lt;br /&gt;
of doom appears&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research time to add&lt;br /&gt;
doom at the Alien HQ&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Research at facilities&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Min time to add doom&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Max time to add doom&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Chance to transfer to Alien HQ&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 50 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 35 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 45 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 23 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 46 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 32 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 21 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 42 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 36 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 25%&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 40 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 26 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 34 days&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 30%&lt;br /&gt;
|}&lt;br /&gt;
===Research pace===&lt;br /&gt;
Research starts slowly as only the Alien Fortress is generating research at the start of a campaign. The first &amp;quot;pip&amp;quot; appear after 20 days (on Legend) which is one day before the first supply drop. Additional pips take 40 days (almost 2 supply drops) to be generated. This might give the impression that it will take years to complete the project.&lt;br /&gt;
However, as additional facilities are added, research will accelerate a lot from June to December in the absence of XCOM disruption and loosing to the AVATAR Project completion is a real possibility.&lt;br /&gt;
&lt;br /&gt;
===Facilities construction===&lt;br /&gt;
&#039;&#039;This section is under construction&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dealing with the AVATAR Project==&lt;br /&gt;
There is a number of ways in which XCOM can undermine the Alien&#039;s progress towards the AVATAR Project. Compared to vanilla XCOM2 the project start slower, it&#039;s harder to remove research but it can be slowed down.&lt;br /&gt;
&lt;br /&gt;
===Destroying accumulated research===&lt;br /&gt;
Doom counter &amp;quot;pips&amp;quot; can be removed in LW2 exactly in the same way they can be removed in vanilla XCOM2 : by completing some main objectives and taking down facilities. However, both have been significantly altered in LW2 and it&#039;s generally much harder to reduce the Doom Counter, especially in an emergency situation.&lt;br /&gt;
&lt;br /&gt;
====Taking down Facilities====&lt;br /&gt;
When a facility is destroyed, all the research accumulated at that facility will be lost. Of course, research that was transferred to the Alien HQ can&#039;t be destroyed by taking down the facility that originally generated it.&lt;br /&gt;
Contrary to vanilla XCOM2 however, XCOM won&#039;t get a notification when a facility is built and won&#039;t know their locations until they actually find and decrypt classified ADVENT data. In the game, those data are materialized by &amp;quot;Facility Leads&amp;quot; that can be recovered during some missions listing an &amp;quot;Intel Package&amp;quot; as their reward. Those missions will appear like regular [[Missions_(LW2)#Guerrilla_Operations|Guerrilla Operations]] and can&#039;t be identified with certainty. It&#039;s possible to predict which missions have a good chance to reward you with a facility lead as those missions obey some specific rules :&lt;br /&gt;
* They will only appear if there are more facilities currently on the map than XCOM have Facility Leads in storage (it&#039;s impossible to stockpile leads for future facilities).&lt;br /&gt;
* They are more likely to appear in regions with an existing facility.&lt;br /&gt;
* They will always be a mission to hack an ADVENT Workstation or free a Scientist.&lt;br /&gt;
* They reward you with raw Intel and an &amp;quot;Intel Package&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After a Facility Lead is recovered, it must be decrypted which requires research time and some Intel. When this research is complete the location of the facility will be revealed and it will be possible to attempt a sabotage mission. The region containing the facility must also be contacted in order to start that mission and the mission requires Infiltration so it&#039;s not really possible to take down a facility quickly. Destroying a facility is not a valid emergency measure like it is in vanilla XCOM2.&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;Tip&#039;&#039; : Even thought the location of facilities is unknown until a Facility Lead is researched, it&#039;s possible to learn which region holds them. When a new &amp;quot;pip&amp;quot; is created and added to a facility, the message shown on screen will tell the location of that facility. It&#039;s a good idea to write those down and try to contact a few of those regions as it makes it increases the chance to actually acquire a facility lead and saves time when the facility eventually appears on the map after researching a lead.&lt;br /&gt;
&lt;br /&gt;
====Completing objectives====&lt;br /&gt;
Completion of some storyline objectives will reduces the Doom Counter. It&#039;s the only way to remove &amp;quot;pips&amp;quot; assigned to the Alien HQ. The amount of &amp;quot;pips&amp;quot; removed varies with difficulty, Rookie being more forgiving than higher levels. In total it&#039;s possible to destroy 16 &amp;quot;pips&amp;quot; on Rookie and 13 on every other difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Objective&lt;br /&gt;
completed&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Doom removed&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Rookie&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Veteran +&lt;br /&gt;
|-&lt;br /&gt;
| Raid the Blacksite&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Raid the Forge&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Recover the Psi Gate&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| Kill a Codex&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Kill an Avatar&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slowing down the progress===&lt;br /&gt;
&#039;&#039;Section under construction&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84327</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84327"/>
		<updated>2017-03-22T08:50:01Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* Reinforcement schedule */ Min and Max turns were swapped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Crysalid Hive Queen or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn after you break concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Alert Level&lt;br /&gt;
(for the mission)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Bucket Increase per turn&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.21&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.38&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.49&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.52&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.43&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.32&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.59&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.48&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.62&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.65&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.37&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.53&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.56&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.72&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.58&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.78&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.44&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.66&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.47&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.1&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket each turn.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1).&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
In every mission that&#039;s not either timed evac or &amp;quot;kill them all&amp;quot;, strong 8 units reinforcements will start dropping each turn a number of turns after the squad breaks concealment and/or completes the mission objective. These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission. The number of turns before doom reinforcements show up is based solely on the difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Vetetan&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Reinforcements_(LW2)&amp;diff=84326</id>
		<title>Talk:Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Reinforcements_(LW2)&amp;diff=84326"/>
		<updated>2017-03-21T15:58:42Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Created page with &amp;quot;Not sure the bucket increase per turns is all that useful in the Reinforcements schedule table. I put it there as it was the data i found in the ini but what&amp;#039;s really interest...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure the bucket increase per turns is all that useful in the Reinforcements schedule table. I put it there as it was the data i found in the ini but what&#039;s really interesting for the players is the number of turns between reinforcements so dropping it could make the table easier to read. --[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 15:58, 21 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84325</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84325"/>
		<updated>2017-03-21T15:55:55Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* Reinforcement schedule */ Show min and max turns in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Crysalid Hive Queen or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn after you break concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Alert Level&lt;br /&gt;
(for the mission)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Bucket Increase per turn&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.21&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.38&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.49&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.52&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.43&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.32&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.59&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.48&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.62&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.65&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.37&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.53&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.56&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.72&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.58&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.78&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.44&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.66&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.47&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.1&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket each turn.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1).&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
In every mission that&#039;s not either timed evac or &amp;quot;kill them all&amp;quot;, strong 8 units reinforcements will start dropping each turn a number of turns after the squad breaks concealment and/or completes the mission objective. These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission. The number of turns before doom reinforcements show up is based solely on the difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Vetetan&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84324</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84324"/>
		<updated>2017-03-20T10:10:14Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* ADVENT Retaliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the ADVENT strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations groups of rebels or the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing them will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. If you can detect this mission with enough time to infiltrate it, it&#039;s safer for your haven as even with a good squad you might end up with several dead rebels if the retaliation actually occurs. If for whatever reason you can&#039;t respond to the mission and loose all your rebels it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity, the advisor the advisor may also show up in the mission but only soldier advisors will ever be armed. Scientists and Engineers will never help you in a fight unless an officer hands them a pistol. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor might also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels, in this case you still won&#039;t be able to use that job for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum Alert Level and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Min Alert&lt;br /&gt;
Level&lt;br /&gt;
! Min Rebels&lt;br /&gt;
on duty *&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84323</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=84323"/>
		<updated>2017-03-20T09:17:19Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Added section for retaliation and changed ADVENT to all caps (as seen in-game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and ADVENT&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the ADVENT strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength ==&lt;br /&gt;
The ADVENT strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. ADVENT strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Haven_Management_(LW2)&amp;diff=84322</id>
		<title>Talk:Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Haven_Management_(LW2)&amp;diff=84322"/>
		<updated>2017-03-20T09:00:23Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the &#039;hidden&#039; role for the personnel lower the advent strength, or just not add to it like the others do?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I believe the math for recruiting is 2/3 haven personnel, 1/3 rookies.  After liberating there is also a 3% chance for Engineers and 3% chance for scientists, then the other 94% gets split at the 2:1 ratio as before.  &lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 15:40, 3 February 2017 (UTC)&lt;br /&gt;
:I don&#039;t think any job directly affects advent strength (nor even vigilance). Only missions completed by XCom draws attention. The jobs are what triggers retaliations (mini and full) and hiding rebels can help avoid those.&lt;br /&gt;
:Not sure about the math after liberation, i&#039;ve read it&#039;s 80%rookie/20%rebel but i got more eng/sci than i would expect from a 3% probability (probably i was just lucky)&lt;br /&gt;
:This is what i found in XComLW_Outposts.ini. Not sure how the soldier bias is applied but from the comment it looks like it&#039;s 80/20 (removed the semicolon from comment lines as they make a mess of wiki formatting)&lt;br /&gt;
::Recruiting outcome weights. When a new recruit is generated, a roll is made and tested against the sum of these values.&lt;br /&gt;
::RECRUIT_REBEL_BAR=67&lt;br /&gt;
::RECRUIT_SOLDIER_BAR=33&lt;br /&gt;
&lt;br /&gt;
::RECRUIT_CREW_IN_LIBERATED_ONLY=true&lt;br /&gt;
&lt;br /&gt;
::IF the above is true, these weights are only in effect in liberated regions.&lt;br /&gt;
::RECRUIT_ENGINEER_BAR=3&lt;br /&gt;
::RECRUIT_SCIENTIST_BAR=3&lt;br /&gt;
&lt;br /&gt;
::If the Haven has max useful rebels, shift to recruiting soldiers by this amount (80-20)&lt;br /&gt;
::RECRUIT_SOLDIER_BIAS_IF_FULL=47&lt;br /&gt;
:--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 09:00, 20 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84319</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84319"/>
		<updated>2017-03-19T14:10:54Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* Doom Reinforcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Crysalid Hive Queen or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn after you break concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mission&lt;br /&gt;
Alert Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Bucket Increase&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Average turns&lt;br /&gt;
before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
!| Min&lt;br /&gt;
!| Max&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0.14&lt;br /&gt;
| 0.26&lt;br /&gt;
| 5.00&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 0.16&lt;br /&gt;
| 0.29&lt;br /&gt;
| 4.44&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 0.18&lt;br /&gt;
| 0.33&lt;br /&gt;
| 4.00&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 0.19&lt;br /&gt;
| 0.36&lt;br /&gt;
| 3.64&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 0.21&lt;br /&gt;
| 0.39&lt;br /&gt;
| 3.33&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 0.23&lt;br /&gt;
| 0.42&lt;br /&gt;
| 3.08&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.46&lt;br /&gt;
| 2.86&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 0.26&lt;br /&gt;
| 0.49&lt;br /&gt;
| 2.67&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 0.28&lt;br /&gt;
| 0.52&lt;br /&gt;
| 2.50&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 0.30&lt;br /&gt;
| 0.55&lt;br /&gt;
| 2.35&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.59&lt;br /&gt;
| 2.22&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 0.33&lt;br /&gt;
| 0.62&lt;br /&gt;
| 2.11&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.65&lt;br /&gt;
| 2.00&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 0.37&lt;br /&gt;
| 0.68&lt;br /&gt;
| 1.90&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 0.39&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.82&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 0.40&lt;br /&gt;
| 0.75&lt;br /&gt;
| 1.74&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 0.42&lt;br /&gt;
| 0.78&lt;br /&gt;
| 1.67&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 0.44&lt;br /&gt;
| 0.81&lt;br /&gt;
| 1.60&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 0.46&lt;br /&gt;
| 0.85&lt;br /&gt;
| 1.54&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 0.47&lt;br /&gt;
| 0.88&lt;br /&gt;
| 1.48&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1)&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
In every mission that&#039;s not either timed evac or &amp;quot;kill them all&amp;quot;, strong 8 units reinforcements will start dropping each turn a number of turns after the squad breaks concealment and/or completes the mission objective. These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission. The number of turns before doom reinforcements show up is based solely on the difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Vetetan&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84318</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=84318"/>
		<updated>2017-03-19T14:08:27Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: Adding the results of some ini digging in XComLW_Overhaul.ini&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Crysalid Hive Queen or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn after you break concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mission&lt;br /&gt;
Alert Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Bucket Increase&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Average turns&lt;br /&gt;
before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
!| Min&lt;br /&gt;
!| Max&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0.14&lt;br /&gt;
| 0.26&lt;br /&gt;
| 5.00&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 0.16&lt;br /&gt;
| 0.29&lt;br /&gt;
| 4.44&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 0.18&lt;br /&gt;
| 0.33&lt;br /&gt;
| 4.00&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 0.19&lt;br /&gt;
| 0.36&lt;br /&gt;
| 3.64&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 0.21&lt;br /&gt;
| 0.39&lt;br /&gt;
| 3.33&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 0.23&lt;br /&gt;
| 0.42&lt;br /&gt;
| 3.08&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.46&lt;br /&gt;
| 2.86&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 0.26&lt;br /&gt;
| 0.49&lt;br /&gt;
| 2.67&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 0.28&lt;br /&gt;
| 0.52&lt;br /&gt;
| 2.50&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 0.30&lt;br /&gt;
| 0.55&lt;br /&gt;
| 2.35&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 0.32&lt;br /&gt;
| 0.59&lt;br /&gt;
| 2.22&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 0.33&lt;br /&gt;
| 0.62&lt;br /&gt;
| 2.11&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.65&lt;br /&gt;
| 2.00&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 0.37&lt;br /&gt;
| 0.68&lt;br /&gt;
| 1.90&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 0.39&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.82&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 0.40&lt;br /&gt;
| 0.75&lt;br /&gt;
| 1.74&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 0.42&lt;br /&gt;
| 0.78&lt;br /&gt;
| 1.67&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 0.44&lt;br /&gt;
| 0.81&lt;br /&gt;
| 1.60&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 0.46&lt;br /&gt;
| 0.85&lt;br /&gt;
| 1.54&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 0.47&lt;br /&gt;
| 0.88&lt;br /&gt;
| 1.48&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1)&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
In every mission that&#039;s not either fixed evac or &amp;quot;kill them all&amp;quot;, strong 8 units reinforcements will start dropping each turn a number of turns after the squad breaks concealment and/or completes the mission objective. These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission. The number of turns before doom reinforcements show up is based solely on the difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Vetetan&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=84291</id>
		<title>SPARK (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=84291"/>
		<updated>2017-03-15T12:14:27Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.&lt;br /&gt;
&lt;br /&gt;
* SPARK Armor: All SPARKs are built with simple metallic plates to cover their core systems.&lt;br /&gt;
* Primary Weapon: &#039;&#039;Heavy Autocannon&#039;&#039;&lt;br /&gt;
* Secondary Weapon: &#039;&#039;SPARK BIT&#039;&#039;&lt;br /&gt;
* Heavy Weapon: &#039;&#039;Shredder Gun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SPARKs do not have utility slots like regular soldiers. Instead they have a single Heavy Weapon slot which by default contains the Shredder Gun. After researching appropriate projects, this can be swapped out for the improved Shredstorm Cannon or a Plasma Blaster.&lt;br /&gt;
&lt;br /&gt;
The SPARK BIT has the ability to remotely hack targets just like the Specialist&#039;s GREMLIN.&lt;br /&gt;
&lt;br /&gt;
SPARKs are 34% more expensive for infiltration.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{SPARK Tree (LW2)&lt;br /&gt;
|Squire1= {{Overdrive (LW2)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Squire2= {{Arsenal (LW2)              | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Squire3= {{Mechanical Chassis (LW2)   | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Squire4= {{Hack (LW2)                 | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Subclass1= Future Combat&lt;br /&gt;
|Subclass2= War Machine&lt;br /&gt;
|Aspirant1= {{Shredder (LW2)           | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Aspirant2= {{Iron Skin (LW2)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Aspirant3= {{Combat Awareness (LW2)   | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Knight1={{Rainmaker (LW2)             | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Knight2={{Bulwark (LW2)               | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Knight3={{Adaptive Aim (LW2)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Cavalier1={{Strike (LW2)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Cavalier2={{Formidable (LW2)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Cavalier3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Vanguard1={{Intimidate (LW2)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Vanguard2={{Repair (LW2)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Vanguard3={{Guardian (LW2)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Paladin1={{Channeling Field (LW2)     | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Paladin2={{Wrecking Ball (LW2)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Paladin3={{Holo Targeting (LW2)       | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Champion1={{Bombard (LW2)             | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Champion2={{Damage Control (LW2)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Champion3={{Hunter Protocol (LW2)     | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Templar1={{Sacrifice (LW2)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Templar2={{Impact Fields (LW2)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Templar3={{Nova (LW2)                 | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (SPARK)(LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 3&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 3&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
Though SPARK units don&#039;t gain health from leveling, they do start with a high health pool of 11 normal HP and 5 ablative HP.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=83936</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=83936"/>
		<updated>2017-02-20T10:36:00Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* Mission Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|30-32&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|33+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||(Hidden)||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;percent chance per day&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 18% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2% per point. One day later, the haven has 18 points and has a 36% chance.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 Resistance members.  Success increases the strength of the Resistance in that region. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when a Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt it down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a solider as the Haven advisor. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a car and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. The mission consists of a squad that needs to make its way to a console to hack the network tower which will turn off the reinforcement timer before eliminating all enemies on a the map. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=82208</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=82208"/>
		<updated>2017-02-10T10:39:12Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: /* ADVENT Activity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|30-32&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|33+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activity==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Rendezvous&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| 0&lt;br /&gt;
| Placeholder&lt;br /&gt;
| 504+168&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Special (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Rendezvous&lt;br /&gt;
| 24+5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;percent chance per day&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 18% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2% per point. One day later, the haven has 18 points and has a 36% chance.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 Resistance members.  Success increases the strength of the Resistance in that region. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when a Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt it down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a solider as the Haven advisor. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.  &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
:# Many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* Liberation 1: Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 2: Rescue Defector.  XCOM must rescue a VIP from a car and move to the extraction point.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 3: There are at least 2 possible mission types. One is a Dark VIP mission (which seems to be more common) and also a Destroy the Relay mission. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one.&lt;br /&gt;
* Liberation 4 - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* Liberation 5 - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Haven Defense&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=82069</id>
		<title>Soldiers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=82069"/>
		<updated>2017-02-08T16:17:53Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the base game, soldiers are divided into classes. &lt;br /&gt;
:[[Assault_(LW2)|Assault]]&lt;br /&gt;
:[[Grenadier_(LW2)|Grenadier]]&lt;br /&gt;
:[[Gunner_(LW2)|Gunner]]&lt;br /&gt;
:[[Ranger_(LW2)|Ranger]]&lt;br /&gt;
:[[Sharpshooter_(LW2)|Sharpshooter]]&lt;br /&gt;
:[[Shinobi_(LW2)|Shinobi]]&lt;br /&gt;
:[[Specialist_(LW2)|Specialist]]&lt;br /&gt;
:[[Technical_(LW2)|Technical]]&lt;br /&gt;
&lt;br /&gt;
:[[Psi_Operative_(LW2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
In Long War 2 experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission and is divided up among soldiers returning to base with a cap of 33% of the total experience awarded to a single soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads. An operation run by 3 operatives will result in a large XP reward for those operatives but less than 3 operatives will result in &amp;quot;wasting&amp;quot; some experience.&lt;br /&gt;
&lt;br /&gt;
== Rookie Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Rookie Base Stats&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Not Created Equally&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | SPARK&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| Veteran +&lt;br /&gt;
| Min&lt;br /&gt;
| Max&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Aim&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| 55 (60)&lt;br /&gt;
| 75 (80)&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| Defense&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -10&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Dodge&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| -10&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Will&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
| 10 (15)&lt;br /&gt;
| 40 (45)&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Hacking&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Health&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3 (4)&lt;br /&gt;
| 7 (8)&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Mobility&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 13&lt;br /&gt;
| 18&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| Psi Offense&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 2&lt;br /&gt;
| 38&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
Notes.&lt;br /&gt;
&lt;br /&gt;
Defense and Dodge influence your chance to be hit. Having negatives in this area will result in the soldier being an easier target&lt;br /&gt;
&lt;br /&gt;
The Mobility stat represents how far you can move with ONE action, and the labeled score represents meters traveled, not tiles, with 1 meter is equal to .67 tiles. As a result, you will need 2 mobility to be guaranteed a extra tile per action for movement. Remember that soldiers have 3 utility slots and each equipped item reduces mobility by 1 so the SPARK is as fast as a fully equipped default soldier.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high aim might have low defense or health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. Specifically Dodge, Will, Hacking and Psi Offense are all worth 1 point; Defense is worth 1.5 points; Offense is worth 3 points; Health and Mobility are worth 12 points. The total of &amp;quot;points&amp;quot; a soldier has on all of his stats is 478. This information can be used to determine the psi offense of rookies prior to building the Psi Lab in order to save high psi offense troopers as future psi operatives.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=78467</id>
		<title>Talk:Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=78467"/>
		<updated>2017-01-31T13:10:37Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Mission Objectives ==&lt;br /&gt;
I&#039;ve noticed that mission objectives may include things like &amp;quot;Investigate a lead&amp;quot; or &amp;quot;Get Advents Attention&amp;quot; that can be attached to some of the mission types. Most likely the &amp;quot;relay&amp;quot; &amp;quot;hacking&amp;quot; &amp;quot;Looting&amp;quot; and &amp;quot;VIP&amp;quot; missions.&lt;br /&gt;
&lt;br /&gt;
I believe these may correspond to strategic layer events, such as leading to new missions, or causing the AI to reprioritize advent troop distributions&lt;br /&gt;
&lt;br /&gt;
I first noticed this with a mission that I elected not to complete, while I cannot exactly recall the text, seemed to imply it was related to a base raid that occurred immediately following the missions expiration.&lt;br /&gt;
&lt;br /&gt;
It may be a good idea to collect mission objective text in this article as well.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided it would be best to not edit the article to include this stub of information.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ghede|Ghede]] ([[User talk:Ghede|talk]]) 09:33, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed when I completed a mission with the Find a Lead objective, it completed that objective in the strategic layer (I now have &amp;quot;grow the resistance&amp;quot; instead). I assume they correspond to strategic objectives (and I just haven&#039;t seen the Get Advent&#039;s Attention objective yet).&lt;br /&gt;
: The alternative is that Get Advent&#039;s Attention might signify that this mission will generate more threat than usual.&lt;br /&gt;
--[[User:Binkyuk|Binkyuk]] ([[User talk:Binkyuk|talk]]) 11:12, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that leads are things that direct you to interesting things?  I think that after I do one of them, I often get another scan site.  For instance, I got some that directed me to scan sites with a MEC, intel, supplies, etc.  Possibly also to &amp;quot;storylines&amp;quot; (for lack of a better descriptor), for instance the liberation &amp;quot;storyline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think objectives and rewards should be discussed together because many of those are tied together. Here is what i have observed so far about mission objectives and rewards:&lt;br /&gt;
* The &amp;quot;Find a lead&amp;quot; objective is tied to the &amp;quot;Intel package&amp;quot; reward and shows on various green missions. One of those will start the liberation quest and allow further liberation missions. Other leads will pop vanilla style scansites (with reduced duration) allowing for more supplies/intel/personnel... with no risk to your troops. As such they are all valuable.&lt;br /&gt;
* Further liberation missions will have a Liberation:something reward.&lt;br /&gt;
* Missions with an objective to eliminate an Advent VIP or blow up a monument will have a Draw Advent attention &amp;quot;reward&amp;quot; in addition to some intel. This means Advent will try to transfer forces to that region, probably increasing strength in that region while reducing it in surrounding regions.&lt;br /&gt;
* Missions with an ambush objective (wilderness supply line, slums ambushes) have &amp;quot;Enemy materiel&amp;quot; rewards which means you get to keep the corpses in those missions, and you can recover further supplies/alloys/elerium (especially when attacking a supply line). Those missions also appear to have a hidden reward of destroying some Advent power, meaning it&#039;s gone from the map rather than redirected as with the draw attention reward (at least, it&#039;s gone for some time, Advent will replace lost troops sooner rather than later)&lt;br /&gt;
* Missions with &amp;quot;Unhindered operations&amp;quot; as a reward (typically protect the device missions) allow you to keep operating Intel job on the haven. If you fail or ignore one of those, you won&#039;t be able to run any intel on that haven for some time.&lt;br /&gt;
* Missions with &amp;quot;attack counterinsurgency&amp;quot; or something similar as a reward are your typical counter dark event guerilla ops. They must be detected and infiltrated as most missions.&lt;br /&gt;
I&#039;ll try to note every mission i encounter and how they work, as well as look at the ini files to try and determine the possible missions.&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:47, 30 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the best way to present the missions would be some table listing the objectives/rewards as well as some basic information. Then each mission name could link to a mission page with more details and strategic tips. Here is an example of how it could be presented.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Mission&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Objectives&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Rewards&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Origin&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Infiltration&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Concealment&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Timer&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Materiel&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla (Hacking)&lt;br /&gt;
|&lt;br /&gt;
* Hack an Advent Workstation&lt;br /&gt;
* Find a lead&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
* Intel&lt;br /&gt;
* Intel Package&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Objective&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Extract a VIP&lt;br /&gt;
|&lt;br /&gt;
* Extract a VIP from Advent City&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
*VIP&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Extraction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Intel Raid&lt;br /&gt;
|&lt;br /&gt;
* Protect resistance device&lt;br /&gt;
* Kill all enemy&lt;br /&gt;
|&lt;br /&gt;
*Unhindered Operations&lt;br /&gt;
| Advent&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:10, 31 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More missions ==&lt;br /&gt;
&lt;br /&gt;
There is also a mission to root out the advent spies.  The one I did tonight had 5 advent and the faceless spy.  &lt;br /&gt;
Also, does anyone know what is up with the formatting?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sounds_(LW2)&amp;diff=75770</id>
		<title>Talk:Sounds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sounds_(LW2)&amp;diff=75770"/>
		<updated>2017-01-30T13:51:59Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for my own information, it would be nice to know where this data is coming from! Great! Also will need to update with the effect of suppressors on this data.&lt;br /&gt;
: I don&#039;t think suppressors reduce the sound (strange maybe) because there is a separate mod on steam that adds this effect to suppressors. AFAIK suppressors only affect infiltration time.--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:51, 30 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=75769</id>
		<title>Talk:Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=75769"/>
		<updated>2017-01-30T13:47:59Z</updated>

		<summary type="html">&lt;p&gt;Lord Yanaek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Mission Objectives ==&lt;br /&gt;
I&#039;ve noticed that mission objectives may include things like &amp;quot;Investigate a lead&amp;quot; or &amp;quot;Get Advents Attention&amp;quot; that can be attached to some of the mission types. Most likely the &amp;quot;relay&amp;quot; &amp;quot;hacking&amp;quot; &amp;quot;Looting&amp;quot; and &amp;quot;VIP&amp;quot; missions.&lt;br /&gt;
&lt;br /&gt;
I believe these may correspond to strategic layer events, such as leading to new missions, or causing the AI to reprioritize advent troop distributions&lt;br /&gt;
&lt;br /&gt;
I first noticed this with a mission that I elected not to complete, while I cannot exactly recall the text, seemed to imply it was related to a base raid that occurred immediately following the missions expiration.&lt;br /&gt;
&lt;br /&gt;
It may be a good idea to collect mission objective text in this article as well.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided it would be best to not edit the article to include this stub of information.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ghede|Ghede]] ([[User talk:Ghede|talk]]) 09:33, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed when I completed a mission with the Find a Lead objective, it completed that objective in the strategic layer (I now have &amp;quot;grow the resistance&amp;quot; instead). I assume they correspond to strategic objectives (and I just haven&#039;t seen the Get Advent&#039;s Attention objective yet).&lt;br /&gt;
: The alternative is that Get Advent&#039;s Attention might signify that this mission will generate more threat than usual.&lt;br /&gt;
--[[User:Binkyuk|Binkyuk]] ([[User talk:Binkyuk|talk]]) 11:12, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that leads are things that direct you to interesting things?  I think that after I do one of them, I often get another scan site.  For instance, I got some that directed me to scan sites with a MEC, intel, supplies, etc.  Possibly also to &amp;quot;storylines&amp;quot; (for lack of a better descriptor), for instance the liberation &amp;quot;storyline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think objectives and rewards should be discussed together because many of those are tied together. Here is what i have observed so far about mission objectives and rewards:&lt;br /&gt;
* The &amp;quot;Find a lead&amp;quot; objective is tied to the &amp;quot;Intel package&amp;quot; reward and shows on various green missions. One of those will start the liberation quest and allow further liberation missions. Other leads will pop vanilla style scansites (with reduced duration) allowing for more supplies/intel/personnel... with no risk to your troops. As such they are all valuable.&lt;br /&gt;
* Further liberation missions will have a Liberation:something reward.&lt;br /&gt;
* Missions with an objective to eliminate an Advent VIP or blow up a monument will have a Draw Advent attention &amp;quot;reward&amp;quot; in addition to some intel. This means Advent will try to transfer forces to that region, probably increasing strength in that region while reducing it in surrounding regions.&lt;br /&gt;
* Missions with an ambush objective (wilderness supply line, slums ambushes) have &amp;quot;Enemy materiel&amp;quot; rewards which means you get to keep the corpses in those missions, and you can recover further supplies/alloys/elerium (especially when attacking a supply line). Those missions also appear to have a hidden reward of destroying some Advent power, meaning it&#039;s gone from the map rather than redirected as with the draw attention reward (at least, it&#039;s gone for some time, Advent will replace lost troops sooner rather than later)&lt;br /&gt;
* Missions with &amp;quot;Unhindered operations&amp;quot; as a reward (typically protect the device missions) allow you to keep operating Intel job on the haven. If you fail or ignore one of those, you won&#039;t be able to run any intel on that haven for some time.&lt;br /&gt;
* Missions with &amp;quot;attack counterinsurgency&amp;quot; or something similar as a reward are your typical counter dark event guerilla ops. They must be detected and infiltrated as most missions.&lt;br /&gt;
I&#039;ll try to note every mission i encounter and how they work, as well as look at the ini files to try and determine the possible missions.&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:47, 30 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More missions ==&lt;br /&gt;
&lt;br /&gt;
There is also a mission to root out the advent spies.  The one I did tonight had 5 advent and the faceless spy.  &lt;br /&gt;
Also, does anyone know what is up with the formatting?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Lord Yanaek</name></author>
	</entry>
</feed>