

Taking this into account, a good campaign opener is to put your initial haven on intel, start research on the tech that allows you to contact another region and scan for about four days with the Avenger increasing the haven's intel generation (note that there is a distinction between your intel resource and the intel required to unveil missions, the latter is simply the cumulative time of rebels in that haven spent on intel gathering). Every region can have at most two regular missions at the same time and then special ones like liberation missions or Advent activities like the precursor mission for a haven assault. The time you then have for infiltration is simply what's left before it reaches its expiration date. They already have an expiration date set and need to be revealed via the intel haven job. If you're more interested in content coming straight from Firaxis, several DLC Packs have been announced and will be released over the course of the year.Mission Generation and Haven ManagementTalking about it, I feel like it's important to outline how mission generation works: Upon contacting a region or when currently present missions expire (either because they reach their expiration date or you went into tactical for them), new ones spawn but are initially hidden. They'll be available for free from the Steam Workshop on XCOM 2's launch day, February 5.

These mods were designed to work independently of each other and slot right into the base game's campaign without upsetting its balance. There are, of course, some tradeoffs not only will it take time and money to build these leaders up, but only one can be deployed on a mission at a time except in "some very special circumstances." The way this works is compared to how Psionic classes functioned in Enemy Within, where there is an additional set of choices on top of a soldier's base class. It allows you to train high-rank soldiers with new abilities that help the team, such as one that gives a mobility bonus for one turn to nearby allies. It's described as a "leader mod" and is said to be similar to the officer mod seen in The Long War. The third launch mod introduces a new development path for soldiers. These enemies will also behave in their own unique ways in order to take advantage of their abilities. Next is a mod adding new enemies, such as a larger Muton with perks that support nearby aliens. They provide a mobility bonus and make it more difficult for you to be detected. They are used by soldiers who can equip assault rifles and present a tradeoff, not unlike what's seen in the modder's Enemy Within mod, The Long War. The first of these mods is one adding submachine guns-or at least an XCOM-style version of submachine guns (pictured in the gallery above) that fill their role.
