Now, there is no way to guess how many of each Item-type they considered to choose these Squad Upgrades Costs (although Armor Squad Upgrades Costs are suspiciously equivalent to the Cost of 3 single Proving Ground Armors, with Supplies substituted to EleriumCrystals/EleriumCores which are just special kind of supplies) so, to choose the correct Cost fractions for this Mini-Mod, just ask yourself: 'Without this Mod how many did I usually use in each Campaign?'. Firaxis uses Squad Upgrades to simplify the player’s strategy decisions-load by 'making you pay in advance all the Magnetic Shotguns (for example) you will ever use' so, instead of choosing the cost of a single one, they determined the cost of the total amount which they think you’ll ever use (in the average per Campaign) until researching Plasma Shotgun, for example: 4. (you can also choose to divide the Costs by non integer numbers: 3.5 etc…) SingleSparkChassisCostIsItsSquadUpgradeCostDividedBy = 2 SingleArmorCostIsItsSquadUpgradeCostDividedBy = 3
SingleWeaponCostIsItsSquadUpgradeCostDividedBy = 3 YOU CAN CHANGE TO YOUR DESIRED VALUES IN THE. XCOM1 allowed to build advanced Armors/Weapons individually… so why not in XCOM2?!? I couldn’t stand it and I literally couldn’t continue my Campaign until I modded this unrealistic 'Divine Squad Upgrade' absurdity out of existence the way I wanted once and for all… 😉