Master Haven Management in LW2

Haven Management Tutorial for LW2 / Long War of the Chosen

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    Summary

    In this informative tutorial by DerAva, learn everything you need to know about managing havens in the Long War of the Chosen, applicable to both the mod and the base game. The tutorial covers three main parts: an overview of haven management, an in-depth look at rebel jobs and their impact, and a general guideline on effectively managing your havens to progress seamlessly in the game. Key metrics such as Advent strength, vigilance, and force level are explained, along with specific rebel jobs like recruit, Intel, and supply, empowering players to strategically plan their missions and manage resources efficiently.

      Highlights

      • Rebel jobs are key to managing havens, with roles in recruit, Intel, and supply 🏗️
      • Advent strength dictates enemy presence and mission difficulty in the region 💪
      • Vigilance reflects regional activity and can shift Advent strength distribution 📈
      • Skilled management can lead to plentiful resources and mission successes 🎯
      • Understanding the mechanics can prevent surprise enemy invasions and setbacks 🚫

      Key Takeaways

      • Understand the concept of Advent strength and how it impacts mission difficulty 🌟
      • Learn how vigilance affects Advent's allocation of resources 🕵️‍♂️
      • Mastery of management techniques for rebel jobs like recruit, Intel, and supply 🌍
      • The importance of strategizing mission infiltration and leveraging resources 🧠
      • Awareness of hidden threats like faceless Rebels and how to detect them 👀

      Overview

      The first part of the tutorial introduces the concept of havens in Long War of the Chosen, explaining their significance in both the modded and base game. It covers the initial setup after completing the Gatecrasher mission and introduces key terms like Advent strength and vigilance, which determine enemy presence and regional activity respectively.

        Following the overview, the tutorial dives deeper into the specifics of rebel jobs. These roles are essential for successful haven management, focusing on recruitment of new rebels, gathering Intel for mission detection, and supply collection. Each job feeds into the broader strategy for managing resources and planning successful missions.

          In the final part of the tutorial, guidelines for managing havens are laid out. Effective strategies include focusing on Intel to detect more missions early game and switching to supply once a region is liberated. Tips are also provided on managing faceless rebels and preparing for potential enemy retaliations, ensuring players are well-equipped to handle any scenario.

            Chapters

            • 00:00 - 00:30: Introduction The introduction chapter serves as a tutorial for the game 'Long of the Chosen.' It also applies to the base version of the game, 'Long War 2.' The focus of this chapter is on explaining the concept of 'havens' in the game.
            • 00:30 - 01:00: Overview of Haven Management The chapter 'Overview of Haven Management' outlines the key aspects of managing havens in a specific context. It is structured into three parts: an initial overview of various aspects, a detailed examination of numbers related to different rebel jobs, and general guidelines on haven management.
            • 01:00 - 05:00: Advent Strength and Vigilance Explained The chapter titled 'Advent Strength and Vigilance Explained' begins with the completion of an operation named Gatecrasher. It describes what happens next when you reach the global map and find yourself at the headquarters where you started. The chapter explains various indicators and statistics related to your first Haven, breaking down and clarifying the letters and numbers involved. It aims to provide a detailed understanding of these elements, focusing on foundational aspects to aid comprehension.
            • 05:00 - 08:00: Understanding Force Level The chapter 'Understanding Force Level' discusses the concept of Advent strength in a given region. Advent strength reflects the number of Advent and alien units present, akin to the size of their armies or legions. This strength level significantly influences the difficulty of the missions within the game.
            • 08:00 - 15:00: Rebel Jobs in Havens This chapter discusses the challenges and difficulties involved in rebel missions in Havens. It emphasizes the varying number of enemies one might face, the speed at which reinforcements arrive, and the overall difficulty of operations in the region. Additionally, it notes that Advent's strength is not static, as they can deploy more troops to the region over time, affecting missions with increased difficulty levels.
            • 15:00 - 19:00: In-depth Look at the Recruitment Job In this chapter titled 'In-depth Look at the Recruitment Job', the focus is on the strategic aspects of liberating a region in a game. One of the primary objectives is to destroy the Advent strength, setting it to zero, which involves defeating a number of adversaries. The process of reducing the enemy's strength over time is crucial to successfully liberate the region and progress in the game.
            • 19:00 - 24:00: Explaining the Intel Job The chapter titled 'Explaining the Intel Job' delves into the concept of vigilance and its implications in the context of dealing with Advent. Vigilance is described as an indicator of how much resistance activity is occurring in a region, akin to being a 'pain in the butt' for Advent. As vigilance increases, it suggests that Advent desires more military strength in that area. The vigilante activities reflect the level of threat and unpredictability that Advent faces, necessitating a strategic response to manage regional stability and suppress rebel actions.
            • 24:00 - 26:00: Supply Job and Its Impact This chapter discusses the dynamics of supply jobs and their implications on regional strength and vigilance. It highlights Advent's strategic movement of strength points based on vigilance differences between regions. If a particular region has increased vigilance due to completed missions, Advent may transfer strength from neighboring regions with lower vigilance, thereby adjusting their presence and defense strategies.
            • 26:00 - 32:00: Effective Haven Management Strategies The chapter discusses effective strategies for managing havens in a dynamic environment where 'strength' and 'vigilance' are key factors. It explains how these elements affect operational efficiency, emphasizing that as missions are conducted within a region, the 'strength' level modifies according to 'vigilance'. This adaptive difficulty means that the more missions executed in one area, the harder they become, which is crucial for planning regional liberation efforts. The narrative hints at an additional, undisclosed relationship between 'strength' and 'vigilance' that further impacts management strategy.
            • 32:00 - 33:00: Summary and Closing Remarks In the section titled 'Summary and Closing Remarks,' the focus is on resistance management and the distribution of a global advanced strength for an operation involving legions. Currently, there are 36 legions available, with 2 stationed in the home region and 34 spread across 15 other regions. The text expresses hope that these forces are not positioned too closely to neighboring regions to avoid concentration of strength in adjacent areas.

            Haven Management Tutorial for LW2 / Long War of the Chosen Transcription

            • 00:00 - 00:30 greetings hello and welcome to a short tutorial for no more too well long after chosen so this here just as a disclaimer is long of the chosen which I'm playing but most of the stuff that's covered in this tutorial will also apply to long what you in the base version so you can use this for both versions what we're gonna talk about today is havens the ruble havens that you see in the game
            • 00:30 - 01:00 what you do with them what you do if you rebels what the different jobs are what the different numbers and letters mean and everything surrounding that we will do that in three parts at first I'll give you a quick overview of all the different aspects then we're going to deep dive a little bit into the numbers for the different rebel jobs and the final part will be a little bit of a general guideline and how you want to manage your havens so let's dive right into this it's much first you just
            • 01:00 - 01:30 completed Gatecrasher hopefully successfully flawlessly and you come to the global map you will be at whatever HQ you started with and you see this little information piece about your first Haven that you are starting in so there's a lot of letters and numbers here and you know might not know what all of this means so we go through this one by one starting off at the bottom of
            • 01:30 - 02:00 the web that's the name right most important very important Advent strength so each Haven has an address strength value which basically means how many Advent and alien units are in the region you can see it as how many armies they have fear the game also refers sometimes to Advent legions Advent strength mostly has an impact on how difficult missions
            • 02:00 - 02:30 in this region will be how many enemies you can expect to encounter on the mission how quickly reinforcements come in on mission and also generally well any operation that comes here how difficult it might be Advent strength will change over time so Advent might bring additional armies legions into this region you might get some missions where
            • 02:30 - 03:00 you can destroy points of Advent strength and that then all changes at wings strength over time ultimately one of your first objectives in the game is to liberate the region which basically means destroying the Advent strength fear like if you manage to divert a region Advent strength will be set to zero and you'll destroy a whole bunch of guys so that's all good the next number we can then look at is this V which
            • 03:00 - 03:30 stands for vigilance I already say vigilance is an indicator for how much of a pain in the butt you are too much Advent so basically it kind of gives an indication of how much strength Advent would like to have in the region what basically happens with this number is whenever you complete a mission in region it goes up and let's tell that wind out the rebels acting up we need to
            • 03:30 - 04:00 do something about this and this then ties into adding strength where Advent will move strength points from one region to another if there's a difference in vigilance so if we do a bunch of missions in here and bump our vigilance to six and their neighboring regions which we can't see right now that have a lower vigilance they might decide to move a point of strength from
            • 04:00 - 04:30 here to there from here to there whatever this kind of mechanic so strength will move according to vigilance trying to keep up with you and that also means if you do a lot of missions in a single region it will get harder and harder so if you want to push for a liberation of a region you better do it before the strength becomes oh hi for you to run any reasonable amount of missions so there's one more thing related to strength and vigilance
            • 04:30 - 05:00 which we actually don't see here so let's go back here and go to resistance management you can see here the global advanced strength so currently they have thirty six legions around office 16 regions right so we have two in our home region and the other 34 are distributed around the remaining 15 regions hopefully not in the neighboring regions I think there's a higher tendency to
            • 05:00 - 05:30 have more strength like in the regions where for example the black science is or the psionic gate and then there's also this global resistance threat so this is kind of the some of the vigilance rating from all the regions that you have contacted if you have you cause a lot of vigilance so you're running a lot of missions and a lot of different regions and your total
            • 05:30 - 06:00 vigilance number is higher than the total advanced strength then you will see here an impact on the Avatar project so the win condition for the enemy the higher your vigilance is the more you can slow down the Avatar project because Advent needs to use its resources to stop you and cannot really focus on their own research now it would say depending on how good you're doing this might go up it's also not uncommon
            • 06:00 - 06:30 to really have that that number of Avatar Reduction really low for the home game so I wouldn't worry too much about it but generally it gives you an indication of how well you're doing just from a vigilance with a strength level and this also tells you how much how many enemies there on the world this will constantly go up over the can Payne advant we'll get reinforcements from via UFOs from of world so by the end of the game is probably like 17
            • 06:30 - 07:00 agents or something on the walls if not even more all right talked about these two one more number there which is a little F and wonder this is the fourth level first level is a mechanic that's also in the base X control game which basically just indicates how advanced the enemies are so what kind of enemies can show up on missions like at first level one you will only see like troopers and officers
            • 07:00 - 07:30 and maybe a sectoid and at first level 20 you have gatekeepers and sector parts and what have you not so this really is not mechanic you can interact with of a little bit of an Asterix now well basically yes you can but you won't ever see it so it will just go up over time and the higher the first level is the more advanced enemies show up
            • 07:30 - 08:00 technically in long module along one of the chosen this is determined by somewhere in the world you of all ending and then the fourth level in all regions goes up by one but in all my hundreds of hours of playing this I've never actually seen that U of O in action and never been able to stop it so this will just go up over time don't worry remember too much about it it's really helpful just to know what we expect from the mission and also to kind of know hey
            • 08:00 - 08:30 okay I'm not at first level let's say 16 is where sector pots can show up I should really have some shredding on my missions to be able to deal with sector parts or some Copic you snipers or whatever other than that yeah first level is also identical for all regions it's a global value so it's not really related to a haven it's still gonna be listed here now what else do we have here
            • 08:30 - 09:00 we have these indicators up here si R and H which are the jobs that the rebels that are in the Haven are doing so if we click on this little icon here you can see a breakdown of the actual rebels during your Haven each Haven will have well usually four to six to start with rebels here it can go well there's actually no limit but around thirteen is
            • 09:00 - 09:30 normally there that the max you will happen in Haven and these rebels can do four different jobs supply in to recruit and there's also hiding now we're gonna go into the second second part of this video into more details about the jobs so generally supply is what creates your supply income or I cannot see it right now and Intel generates two things first
            • 09:30 - 10:00 of all internal points and then it it doesn't generate it finds missions unlike in the base game with just missions happen and then pressure tells you to go there and do the mission the missions are happening but you don't see them so your rebels that around Intel are basically how they are trying to find the missions and once they find them you can start infiltrating these missions and doing them and finally the recruiting job here is basically they
            • 10:00 - 10:30 are going out and trying to get more rebels to join the cause to join the Haven and so you have more people to drooly ever jobs and last but not least hiding is really just about hiding they're not doing anything there are situations when you want to do that like if the Advent strength in the region is really really high you might not want to do any of the other jobs we've got that about that in the third part of the video now what else do we have here we
            • 10:30 - 11:00 have a little window up here Haven advisor you can assign people to work in that Haven you can either select soldier to work there or if you have them well at the start of the game you won't an engineer or scientist generally it depends on what job you want help with soldiers help with the recruit job scientists were Intel engineers supply soldiers
            • 11:00 - 11:30 soldiers will also have the additional factor of detecting whether or not any of the rebels is actually a faceless which is the thing that can happen and you really want to know sometime Hafford soldier assigned here to route that out to mappings that will show up on this Haven management screen which we can't see right now in the top right there is a button to build a radio relay once you've researched resistance
            • 11:30 - 12:00 communications no resistance radio not communications well it won't show up here because this little icon tells us we start with a radio relay but it will show up in different havens it should be noted that first of all these radio relays cost a whole bunch of supplies and second of all you get a free radio relay if you complete these liberation
            • 12:00 - 12:30 missions from the fourth mission in the liberation chain you get a free relay so don't spend all your supplies anyway if you're trying to liberate a region you will get relays sooner or later hopefully the other thing that might show up here is resistance mechs later in the game you have a chance to capture enemy max and let them fight for you you can also pick them up from like
            • 12:30 - 13:00 scanning side or act rewards and that will also show up then okay so these are the basics you maybe one more thing so you can change the jobs of the rebels here or you can click on this and change the jobs for everybody important to note if you change the jobs of the rebels they will not do the job for 24 hours so don't change it too
            • 13:00 - 13:30 often there's a cool-down where they don't do anything useful and then the next day only they start working on it alright now that we've done all the talked about the jobs a little bit let's go into the detail nitty-gritty numbers all right and let's start with the recruitment job so we have for the sake of the argument our six trustee revels
            • 13:30 - 14:00 here all doing recruitment Duty each rebel will per day generate three recruitment points all these points go into the recruitment package now what you uses the concept of buckets o lot so get familiar of it so basically the points go into your bucket the bucket slowly fills up then you now advanced animation technology here and once the
            • 14:00 - 14:30 bucket is full something happens in this case the recruitment event happens and well outcomes whoa either a new rebel or you can also get a new soldier so the chances for this to happen is 2/3 of time you get a new rebel 1/3 of time you get a new soldier this shifts slightly once the Haven is considered full so you
            • 14:30 - 15:00 can have at most 13 people doing a single while working at all in a haven so once your Haven gets to size of 13 these percentages shift and you actually have an 80% chance to get in your soldier and soldiers even though this chance to the Ranger well shinobi here the soldiers will always be rookies right and then only 20% to get an additional rebel now what else can you do to make
            • 15:00 - 15:30 this bucket flap faster well first thing you can do is put in a soldier as a haven advisor which we just talked about before the Haven adviser gives you 9 additional points so he's basically just as effective as three of these rebels and he gives you a point multiplier so for each rank of the Haven adviser you get 5% increase in the total points that are generated each day
            • 15:30 - 16:00 into the buckets other things you can do if you have a network tower in the region you get 20% flat bottles on top of all of that also if the region is liberated you get another 20% bonus so if you have a high rank soldier a liberated region and then I took shower you can actually recruit very fast but then again if you're recruiting you're not getting surprised
            • 16:00 - 16:30 at that point so you'll have to see you what you can do there's one more thing also once the region is liberated not only can you get rebels or soldiers you can also get a scientist on engineer so in addition to these chances here of 20% of the rebel 80% of a soldier you have a 3% chance and in liberated region to get a scientist and a 3% chance to get a new engineer now that adds up to 100% so I'm
            • 16:30 - 17:00 not exactly sure how these percentages are shift but it's not something you can bank on anyway but it exists and if you suddenly get an additional scientist you know what happened there's one more little thing we should keep in mind so whenever you get a new rebel in Haven which mostly will be my recruitment but also from a jailbreak mission or from a hacking reward you can get additional
            • 17:00 - 17:30 rebels or from a scanning side well there's a chance that that level is actually one of these faceless guys the chance to for that to happen is one out of six so like 17% ish there's a dark event which doubles the chance so which makes it very likely that you get a faceless in the angle you won't know it's a faceless they will actually be look like any available they will not
            • 17:30 - 18:00 contribute to the job actually for some of the jobs they will sabotage it like if you have everyone in Intel and one of them is a faceless he's actually been using your end you can reduce the chance of a rebel actually being a faceless when they join DeHaven by having a haven advisor soldier that either psionic or he's a specialist that has scanning
            • 18:00 - 18:30 protocol the skill or any soldier that has a battle scanner adequate or any combination of that that reduces the chance that in any new rebel it won't be a faceless rather than that keeping your soldier in DeHaven will over time detect and uncover faceless and you get missions to eradicate them from the Haven and I think that's all there is really to say about recruitment
            • 18:30 - 19:00 so let's move on to the Intel job alright the inter job is a little bit more complicated but we'll start off with the same scenario we have our six trusted rebels all doing Intel and they generate five into the points per day each now first of all there's a difference here between these Intel points that they generate and the Intel
            • 19:00 - 19:30 currency that you have in the game and use so this is like internal Intel that's just used for mission detection they will also generate the Intel currency that you use in the game to contact new regions and boost infiltration and all of that but it a much slower pace so this Intel is used for mission detection and fills various buckets that we'll talk about in a second here first of all let's talk about the same thing how do you increase
            • 19:30 - 20:00 that that income that you get each day just like with recruitment if you have a network tower or if the region's liberated you get a 20% bonus here also if you have scientists advisor in DeHaven he also gives a 20% bonus so you can get quite the Intel income now additionally if you are scanning the region with the Avenger
            • 20:00 - 20:30 and mr. Bradford here you get a flat 20 additional inter points so that's basically as if for additional rebels were in the region now this is then applied to all the missions that are currently happening in the region and I think I said it before it's not that you're generating the missions the missions are already there the moment you start the game there will be at least two missions in your home right region already happening it's your
            • 20:30 - 21:00 job now to detect them in order to actually be able to send troop outs to them so let's just say we have three missions going on in our region let's say a jaybird mission liberation mission and maybe a troop column where you can destroy some enemy troops so how does the detection actually work well as I said before we have some buckets again and this time [Music]
            • 21:00 - 21:30 they're actually two buckets and B you have separate buckets for each measure so the first bucket is a threshold bucket as long as that bucket is not full you don't even have a chance of detecting the mission and the second one is then the detection bucket it fills up slowly and each time it fills up your chance of detecting the mission is increased now the Intel points generated by the rebels are applied to each bucket
            • 21:30 - 22:00 they are not split up like if you have ten missions happening in a region which shouldn't happen but if you had ten you will not have a harder time detecting them so our 30 let's say we have scanning Bradford here 50 points each day go into each three of these buckets now the thing is different mission types have different sizes of buckets so for example the jailbreak mission you need
            • 22:00 - 22:30 40 points into in the first bucket before you have a chance to detect it so we need to scan at least full day and from the second day on like if if we assuming we get 50 points from rebels plus Bradford second day on we have a small chance of detecting it this bucket fills up what's up what's up and our chance goes higher with each day liberation week mission has a much large a big bucket so we need to scan for at least three days before we even break
            • 22:30 - 23:00 the threshold and only then we can detect it troop column has a very small pocket so you can once it's happening even with the first sploosh of Intel you can start detecting the whole thing now this is not all exactly happening on the day so it's not just every 24 hours I think the income is generated I want to say every six hours and then there's
            • 23:00 - 23:30 also a roll happening every six hours whether or not you detected so yeah that's basically the main thing to keep in mind what I mentioned before about faceless like if one of them is a faceless not only you will get less income because there are fewer adults but also he will generate negative income so rooting out the faceless in yeah even it's really really important
            • 23:30 - 24:00 yeah so that's how missions are then detected like okay once the threshold bucket is full on detection bucket is sufficiently full and you succeed in your random role you get a pop up on the world map telling you okay we detected one of the missions which you will also see then later in this video how that looks okay um then let's have a quick dive into the supply job shall we okay so
            • 24:00 - 24:30 let's talk about supplies this should be a little bit faster we start off again with our six trusted rebels let's assume they're all our supplies each rebel gave us a whole one supply each month each day rather this is then put on your supply drop and you can collect that at the end of the month just like in the base game you can get a little bit more on of the region if you have the region
            • 24:30 - 25:00 liberated 20% if you have a networked or in the region 20% or if you assign an engineer to the search of the Haven advisor duty you get also 20% now one mechanic that's worth mentioning is that there is a cap or two the amount of supplies you can collect from a region and that cap is randomized between two and three thousand supplies so imagine
            • 25:00 - 25:30 just that you know it's a ravaged world out there the rebels go out try to find warehouse that has some useful supplies at some point they will have all the places checked out and cannot collect anything anymore now this is not a hard cap once you reach that cap it just reduces the amount supplies you get and at the end of the day you will only get 50% of the supplies you should normally get when you calculate it that being
            • 25:30 - 26:00 said I don't think I ever noticed reaching the cap so this is sort of very generous like you might if you get in really early liberation in your home region and have 13 people on supplies from the third month one you will probably notice it after time but I wouldn't worry too much about it there's lots nothing you can do about it like once you reach it you get pure surprise each month okay but you still
            • 26:00 - 26:30 get supplies you will never run out but just once the cap has reached 50% effectiveness of the supply job and that's really all there is to say about the supply job so yeah let's go back to the game and see how we use these jobs in normal campaign okay so coming back to the game what do you actually want to
            • 26:30 - 27:00 do with the different jobs now that we know how the jobs work well at the start of the game the most important thing is finding the missions that are happening and sending your soldiers out getting some levels getting some resources from the missions so you generally want to start off the game by putting everybody in Intel throwing someone in here just for the sake of having a haven advisor in and then also using the Avenger to
            • 27:00 - 27:30 scan here normally it should fly over there but that's a little bit we over there yeah so it starts finding missions congratulations eight days eight hours on our first mission we're gonna have a separate video talking about the infiltration mechanic and how to send soldiers on missions well in the later tutorial video okay so that's that's all cool most of the time that's gonna be your
            • 27:30 - 28:00 default setting it it's really more useful let's say we just spent like four days scanning and found a mission here right and this is a jailbreak mission three captured rebels so if we do this mission we get three additional rebels if we had spent all six other guys on recruitment in four days well they
            • 28:00 - 28:30 didn't work the first day right so in three days they wouldn't even have recruited single rebel finding the mission gives us free additional rebels so recruitment is not always a good choice or not to say it's rarely a good choice to do supply on the event well we can barely build anything at the start of the game if you look here the only thing you can
            • 28:30 - 29:00 build a shaped charge one of those you know when ever so you don't really need supplies desperately sure we should be building something here but it's fine we also get some supplies from the mission you get loot from the items that drop so general rule of thumb is really have everybody an intern and once you
            • 29:00 - 29:30 liberate a region so it's all yours and no more missions to spawn inside the region then you can switch everybody on supplies from an engineer for an extra 20% bonus and then get the fat income there are few situations where you might want to differ from that one thing is let's say you have four regions contacted and all are low strength you can run missions and all of them you probably won't have enough soldiers to do missions in all of them at that point
            • 29:30 - 30:00 you can say you know what I'm not gonna run missions in India also I just put everybody in recruit get some more rebels so that once I want to run missions I have an easier time finding them finding them or you put it on supplies because a little bit extra income might help us to make Bradford shut up about it the other thing is if the strength of an eye even gets really high then you probably even if you find
            • 30:00 - 30:30 missions with a good timer they these missions will have so many enemies that you can't reasonably run it so why run missions at all at that point you can either put everybody on hiding this will also help the vigilance of the region slow down a little bit or you care what I often do in these regions where I don't want to
            • 30:30 - 31:00 do anything is have like one person on supply and two on route which has a very specific reason first of all you cannot have an enemy retaliation mission coming in if you have less than four people working on any jobs so I have three people working jobs that's great and I'm talking about the big retaliation missions now the job specific retaliation missions can happen in
            • 31:00 - 31:30 region if you have three or more people working one specific job so by having only two people on recruit and one on supply I cannot get a generic retaliation I cannot get him get a mini retail for the recruitment of supply job so nothing here should happen I get a few more additional rebels and well yes vigilance will decay a little bit slower but that's okay in my book and that's really the majority as to it so the rule
            • 31:30 - 32:00 of thumb put everybody on Intel put them on supply if the region's liberated or if you have so many regions that you can't run other missions that you're detecting and there's maybe one more thing if you have a liberated region and I just said you put everybody on supply now there's a chance for a liberated region to get an invasion from a neighboring region you can detect these invasions if you put people on Intel so
            • 32:00 - 32:30 if such an invasion might happen put a few guys or most of your guys back on Intel detect the invasion and then back to supply all right I think that's all I wanted to cover in this video let me know if you have any questions down below let you know I've used suggestions for future tutorial videos I do want to make one on the infiltration mechanic sending squads out to missions if there are any other
            • 32:30 - 33:00 topics you would like to see covered let me know and I'll see what I can do but that's it for me for me today thanks for watching have a nice day and I'll see you next time