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  • [[File: Facilities background Long War.jpg|right|256px]] {{Toc (Long War)|15}}
    26 KB (3,800 words) - 22:04, 6 November 2021
  • {{Toc (Long War)|35}} {{Facilities Data Box (Long War)
    11 KB (1,584 words) - 22:06, 6 June 2022
  • In Long War Rebalance, all regular soldiers have 2 '''equipment slots''' from the start ...available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien
    56 KB (7,553 words) - 10:35, 13 May 2024
  • <div style="float:right">{{Header (Long War)}}__TOC__</div> {{Facilities Data Box (Long War)
    11 KB (1,598 words) - 13:26, 13 July 2021
  • ...an="2" | Upgrade !! rowspan="2" | Effect !! colspan="2" | Prerequisites !! Cost ...de</b> || <b>Successful Missions</b><BR>(Modified by Campaign Length) || {{Credits Icon}}
    4 KB (599 words) - 12:21, 13 April 2024
  • ...of meld per canister is set to a minimum of 10 and is affected by Dynamic War. Aliens only lose resources in two ways: first, paying the initial cost to construct [[Missions_(LWR)#Alien_Base_Assault|Alien Bases]] costs them r
    6 KB (942 words) - 20:21, 25 July 2020
  • {{Toc (Long War)|25}} ...the efficiency of your interceptor placement. Prioritizing [[Foundry (Long War)#Aerospace Improvements|aerospace research]] will also help, since it will
    8 KB (1,440 words) - 17:20, 18 July 2020
  • <div style="float:right">{{Header (Long War)}}__TOC__</div> {{Facilities Data Box (Long War)
    41 KB (5,579 words) - 13:27, 13 July 2021
  • ...he Foundry'''. Develop specialized "foundry" projects. See [[Foundry (Long War)]]. ...redits, alloys, elerium and meld to repair an item. See [[Repair Bay (Long War)]].
    23 KB (3,022 words) - 13:26, 13 July 2021
  • {{Toc (Long War)|7}} ...switch" between any of two GeneMod types within each slot categories for a cost.
    10 KB (1,522 words) - 12:24, 12 October 2022
  • {{Toc (Long War)|45}} {{Facilities Data Box (Long War)
    53 KB (7,149 words) - 01:24, 6 December 2022
  • {{Toc (Long War)|7}} ...} !! {{Required for research (Long War)}}!!{{Required for production (Long War)}}
    51 KB (6,517 words) - 05:49, 14 January 2023
  • {{Toc (Long War)|40}} In Long War you receive funding from all countries at the start of the game, regardless
    24 KB (3,499 words) - 22:32, 29 November 2021
  • | style="text-align: center; padding: 10px 15px;" | Not So Long War ...ned with Very Long War (#9), campaign length quadrupled instead (Epic Long War).
    12 KB (1,642 words) - 16:30, 11 May 2024
  • [[File: Facilities background Long War.jpg|left|256px]] ...ase's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performi
    25 KB (3,592 words) - 19:38, 25 July 2020
  • {{Toc (Long War)|2}} .... You can get countries back if you lose them and you can keep fighting as long as even one country supports you. You're expected to have dozens of soldier
    9 KB (1,326 words) - 17:08, 19 October 2020
  • {{Toc (Long War)|2}} ...ant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC u
    19 KB (2,860 words) - 14:55, 4 July 2023
  • {{Toc (Long War)|60}} UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent,
    62 KB (9,629 words) - 20:16, 31 May 2023
  • ...hough Long War introduced new MEC classes as well as soldier classes, Long War Rebalanced has cut down the former 8 MEC classes into 4, more generalized c ...normal troopers. The suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is pos
    11 KB (1,649 words) - 14:29, 21 December 2023
  • Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus). ...| Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlocks
    30 KB (3,918 words) - 02:16, 8 March 2024

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