Difference between revisions of "Foundry (EU2012)"

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The foundry allows for squad wide upgrades similar to the Officer Training School.
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The foundry allows for squad wide upgrades similar to the Officer Training School.
  
Cost: (Classic) 3 Power, §75, 10 days (using 5 Engineers), §20/mo. maintenance
+
__TOC__
  
Confirmed Foundry Projects Include:
+
==Construction==
 +
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.
 +
 
 +
*Cost: 3 Power, §75
 +
*Time: 10 days
 +
*Maintenance: $20/month
 +
 
 +
==Future Combat Bonus==
 +
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat."  This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.
 +
 
 +
==Foundry Projects==
 +
List of foundry projects (incomplete).
 +
 
 +
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, obtaining the Beam Weapon research credit affects several Foundry Projects.
  
  
 
'''Heavy Weapons Platform (SHIV)'''
 
'''Heavy Weapons Platform (SHIV)'''
*Project Cost: §70, 5 Engineers
+
*Requirements: Unknown
 +
*Variable Cost: §70
 +
*Fixed Cost: 5 Engineers
 +
*Time: 7 days
 
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier,  Once this project is completed, we can begin building S.H.I.V. units in Engineering.''
 
*''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier,  Once this project is completed, we can begin building S.H.I.V. units in Engineering.''
 +
 +
'''Alien Grenades'''
 +
*Requirements: Unknown
 +
*Variable Cost: §75, 10x Elerium, 25x Alloys,
 +
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers
 +
*Time: 7 days
 +
*Frag grenades upgraded to Alien grenades. 
  
 
'''Improved Medkit'''
 
'''Improved Medkit'''
*Project Cost: §125, 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers
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*Requirements: Thinman Autopsy
 +
*Variable Cost: §125
 +
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers
 +
*Time: 14 days
 
*+50% healing delivered by a single medkit charge.
 
*+50% healing delivered by a single medkit charge.
  
 
'''Improved Arc Thrower'''
 
'''Improved Arc Thrower'''
*Project Cost: §100, 20 Elerium, 20 Alloys, 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
+
*Requirements: Unknown
 +
*Variable Cost: §100, 20 Elerium, 20 Alloys
 +
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
 +
*Time: 14 days
 
*Increase Stun success rate.
 
*Increase Stun success rate.
 +
 +
'''S.H.I.V. Laser'''
 +
*Requirements: Unknown
 +
*Variable Cost: §100, 30x Alloys
 +
*Fixed Cost: 15x Weapon Fragment, 10 Engineers
 +
*Beam Weapon Research credit applies.
 +
*Time: 7 days (4 days)
 +
*SHIV minigun replaced with laser cannon.
 +
 +
'''Drone Capture'''
 +
*Requirements: Drone Autopsy
 +
*Variable Cost: §175
 +
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
 +
*Time: 7 days
 +
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).
 +
 +
'''Ammo Conservation'''
 +
*Requirements: Muton Autopsy (unsure, confirm?)
 +
*Variable Cost: §150, 90 Alloys
 +
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers
 +
*Beam Weapon Research Credit Applies
 +
*Time: 4 days (2 days)
 +
*All weapons can be fired twice as many times before reloading.
  
 
'''Improved Pistol I'''
 
'''Improved Pistol I'''
*Project Cost: $75, 5x Weapon Fragment, 5 Engineers
+
*Requirements: Unknown
*Increased Critical Chance
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*Variable Cost: §75
 +
*Fixed Cost: 5x Weapon Fragment, 5 Engineers
 +
*Time: 4 days
 +
*Increased Pistol Critical Chance
  
 
'''Improved Pistol II'''
 
'''Improved Pistol II'''
*Project Cost: Cost 150 credits, 20 Alloys, 25x Weapon Fragment, 10 Engineers  
+
*Requirements: Unknown
*Increases Aim
+
*Variable Cost: §150 credits, 20 Alloys
 +
*Fixed Cost: 25x Weapon Fragment, 10 Engineers
 +
*Time: 2 days
 +
*Increased Pistol Aim
 +
 
 +
'''Improved Pistol III'''
 +
*Requirements: Unknown
 +
*Variable Cost: §250, 20x Elerium, 20x Alloys
 +
*Fixed Cost: 50x Weapon Fragment, 20 Engineers
 +
*Time: 4 days
 +
*Increased Pistol Damage
  
 
'''S.C.O.P.E. Upgrade'''
 
'''S.C.O.P.E. Upgrade'''
*Project Cost: §75, 15 Weapon Fragments, 10 Engineers
+
*Variable Cost: §75
 +
*Fixed Cost: 15 Weapon Fragments, 10 Engineers
 +
*Beam Weapons research credit applies.
 +
*Time: Unknown
 
*Increase Critical Chance
 
*Increase Critical Chance
*Beam Weapons research credit applies.
+
 
 +
'''Stealth Satellites'''
 +
*Requirements: Unknown
 +
*Variable Cost: Unknown
 +
*Fixed Cost: Unknown
 +
*Time: Unknown
 +
*Makes satellites harder to detect by aliens.
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 04:00, 12 October 2012

The foundry allows for squad wide upgrades similar to the Officer Training School.

Construction

The foundry must be constructed in the Ant Farm in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty.

  • Cost: 3 Power, §75
  • Time: 10 days
  • Maintenance: $20/month

Future Combat Bonus

If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.

Foundry Projects

List of foundry projects (incomplete).

Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, obtaining the Beam Weapon research credit affects several Foundry Projects.


Heavy Weapons Platform (SHIV)

  • Requirements: Unknown
  • Variable Cost: §70
  • Fixed Cost: 5 Engineers
  • Time: 7 days
  • The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier, Once this project is completed, we can begin building S.H.I.V. units in Engineering.

Alien Grenades

  • Requirements: Unknown
  • Variable Cost: §75, 10x Elerium, 25x Alloys,
  • Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers
  • Time: 7 days
  • Frag grenades upgraded to Alien grenades.

Improved Medkit

  • Requirements: Thinman Autopsy
  • Variable Cost: §125
  • Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers
  • Time: 14 days
  • +50% healing delivered by a single medkit charge.

Improved Arc Thrower

  • Requirements: Unknown
  • Variable Cost: §100, 20 Elerium, 20 Alloys
  • Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
  • Time: 14 days
  • Increase Stun success rate.

S.H.I.V. Laser

  • Requirements: Unknown
  • Variable Cost: §100, 30x Alloys
  • Fixed Cost: 15x Weapon Fragment, 10 Engineers
  • Beam Weapon Research credit applies.
  • Time: 7 days (4 days)
  • SHIV minigun replaced with laser cannon.

Drone Capture

  • Requirements: Drone Autopsy
  • Variable Cost: §175
  • Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
  • Time: 7 days
  • Allows Arc Thrower to capture Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).

Ammo Conservation

  • Requirements: Muton Autopsy (unsure, confirm?)
  • Variable Cost: §150, 90 Alloys
  • Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers
  • Beam Weapon Research Credit Applies
  • Time: 4 days (2 days)
  • All weapons can be fired twice as many times before reloading.

Improved Pistol I

  • Requirements: Unknown
  • Variable Cost: §75
  • Fixed Cost: 5x Weapon Fragment, 5 Engineers
  • Time: 4 days
  • Increased Pistol Critical Chance

Improved Pistol II

  • Requirements: Unknown
  • Variable Cost: §150 credits, 20 Alloys
  • Fixed Cost: 25x Weapon Fragment, 10 Engineers
  • Time: 2 days
  • Increased Pistol Aim

Improved Pistol III

  • Requirements: Unknown
  • Variable Cost: §250, 20x Elerium, 20x Alloys
  • Fixed Cost: 50x Weapon Fragment, 20 Engineers
  • Time: 4 days
  • Increased Pistol Damage

S.C.O.P.E. Upgrade

  • Variable Cost: §75
  • Fixed Cost: 15 Weapon Fragments, 10 Engineers
  • Beam Weapons research credit applies.
  • Time: Unknown
  • Increase Critical Chance

Stealth Satellites

  • Requirements: Unknown
  • Variable Cost: Unknown
  • Fixed Cost: Unknown
  • Time: Unknown
  • Makes satellites harder to detect by aliens.