Ok thanks guys. I'm still a little confused but it seems like if you integrate them you dont get the story in the missions and if you dont you get to choose when to start the missions with the story attachments? I played them before the expansion and I havent gotten the new one yet, but they had missions tied to them and a pretty ok story with them when I played.
It's like this:
Integratd box checked:
- No story missions
- Ruler Weapons are researchable on the proving grounds
- Sparks are built on the proving grounds for a good chunk of resources.
- Rulers first appear tied to a facility (and the game will warn you which one), then, after escaping, they can appear anywhere.
Integrated box unchecked; DLC boxes checked:
- Story Missions
- Ruler Weapons are given to you after completing the post-gatecrasher mission as something you scan on the map. They can only be upgraded to tier 2 and 3 aftr doing the story mission.
- The first ruler (the Viper King) is tied to its story missions, the others will appear anywhere after he is defeated.
- The Spark is a reward for Shen's Last Gift
Everything unchecked:
- No Story Missions
- Ruler Weapons are bought from day one from the engineering.
- Rulers start appearing anywhere following their unit's schedule (Viper King when Vipers are a thing; Berseker Queen along with Bersekers and Archon King with the Archons).
- Spark is researched on the proving grounds, but the first one is free (I think, it was how it worked on vanilla)
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Why I think the story missions make it easier?
The ruler weapons on month 1 make the earlier game a lot easier allowing for that snowball to get going early one.
Being in complete control as to when to fight the rulers also is a big nerf to them (the integrated option is the best balance between difficulty and control, imo, since you have ways to postpone doing the facility, but there is risk and opportunity costs involved).
Shen's Last Gift is very easy as soon as it appears even with the fatigue system. Having a Spark for free on month 2 is worth shaken and tired troops. The Spark dominates the early game. He scales kind of horrible, which is why it usually makes no sense building it when the integrated box is checked, but on early game? Against regular troopers and such? Dominates. Powerful rocket that can kill entire pods by itself. Is a target that can get hurt without consequences. Doesn't get tired.
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Walkthrough on Julian using a squad of 5 on conventional weapons (assuming ruler weapons):
Move everyone close to the stairs, do not go up:
When going up:
Sniper rushes to a building. Specialist with bolt cast ditto.
Spark goes up the building and overwatch.
Grenadier with frost bomb and shredder just go up the stairs and overwatch.
Ranger up the stairs overwatch.
Lily up the stairs and aid protocol on the grenadier.
Now julian appears and he will be greeted by 2 overwatches from the grenadier, one shot from julian and one from the ranger. That means 3 opportunities to start shredding some armor.
Grenadier goes up to a building and freeze julian with frost bomb.
Spark overdrive: shoot twice and rocket. (his armor is now probably gone)
Lily, not having military training on how to stay in cover, goes to open space and shock Julian with her gremlin.
Everyone else just shoot.
(ranger throw the axe now, too)
Julian unfreezes and shoot once at Lily.
Everyone just shoots from where they are.
Lily heals herself and try and hack it. If hack works, the fight is already one, if not, it will last a turn longer.
Julian shoots Lily twice. Hopefully she survives, if not, you just re-do the thing (if you don't want to cheese like that, just have her in cover and Julian will probably target the spark).
If hacking worked, have every mech blow up Julian.
Lily uses her AoE attack.
Everyone shoots. Julian is now probably dead.
If hacking didn't worked. The same thing, but a turn later.
Anyway, and I'm talking Legend here, this fight should never lasts more than 3 or 4 turns.