Difference between revisions of "Foundry (EU2012)"

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'''Heavy Weapons Platform (SHIV)'''
 
'''Heavy Weapons Platform (SHIV)'''
*Requirements: Unknown
+
*Requirements: None
 
*Variable Cost: §70
 
*Variable Cost: §70
 
*Fixed Cost: 5 Engineers
 
*Fixed Cost: 5 Engineers
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'''Alien Grenades'''
 
'''Alien Grenades'''
*Requirements: Unknown
+
*Requirements: Salvaged Alien Grenade
 
*Variable Cost: §75, 10x Elerium, 25x Alloys,  
 
*Variable Cost: §75, 10x Elerium, 25x Alloys,  
 
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers
 
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers
Line 34: Line 34:
  
 
'''Improved Medkit'''
 
'''Improved Medkit'''
*Requirements: Thinman Autopsy
+
*Requirements: Thin Man Autopsy
 
*Variable Cost: §125
 
*Variable Cost: §125
 
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers
 
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers
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'''S.H.I.V. Laser'''
 
'''S.H.I.V. Laser'''
*Requirements: Unknown
+
*Requirements: SHIV Project, Heavy Lasers Research
 
*Variable Cost: §100, 30x Alloys
 
*Variable Cost: §100, 30x Alloys
 
*Fixed Cost: 15x Weapon Fragment, 10 Engineers
 
*Fixed Cost: 15x Weapon Fragment, 10 Engineers
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'''Ammo Conservation'''
 
'''Ammo Conservation'''
*Requirements: Muton Autopsy (unsure, confirm?)
+
*Requirements: Muton Autopsy  
 
*Variable Cost: §150, 90 Alloys
 
*Variable Cost: §150, 90 Alloys
 
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers
 
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers
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'''Improved Pistol I'''
 
'''Improved Pistol I'''
*Requirements: Unknown
+
*Requirements: None
 
*Variable Cost: §75
 
*Variable Cost: §75
 
*Fixed Cost: 5x Weapon Fragment, 5 Engineers
 
*Fixed Cost: 5x Weapon Fragment, 5 Engineers
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'''Improved Pistol II'''
 
'''Improved Pistol II'''
*Requirements: Unknown
+
*Requirements: Beam Weapons Research
 
*Variable Cost: §150 credits, 20 Alloys
 
*Variable Cost: §150 credits, 20 Alloys
 
*Fixed Cost: 25x Weapon Fragment, 10 Engineers
 
*Fixed Cost: 25x Weapon Fragment, 10 Engineers
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'''Improved Pistol III'''
 
'''Improved Pistol III'''
*Requirements: Unknown
+
*Requirements: Plasma Pistol Research
 
*Variable Cost: §250, 20x Elerium, 20x Alloys
 
*Variable Cost: §250, 20x Elerium, 20x Alloys
 
*Fixed Cost: 50x Weapon Fragment, 20 Engineers
 
*Fixed Cost: 50x Weapon Fragment, 20 Engineers
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'''S.C.O.P.E. Upgrade'''
 
'''S.C.O.P.E. Upgrade'''
 +
*Requirements: Weapon Fragments Research
 
*Variable Cost: §75
 
*Variable Cost: §75
 
*Fixed Cost: 15 Weapon Fragments, 10 Engineers
 
*Fixed Cost: 15 Weapon Fragments, 10 Engineers
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'''Stealth Satellites'''
 
'''Stealth Satellites'''
*Requirements: Unknown
+
*Requirements: Alien Nav Computer Research
 
*Variable Cost: Unknown
 
*Variable Cost: Unknown
 
*Fixed Cost: Unknown
 
*Fixed Cost: Unknown
 
*Time: Unknown
 
*Time: Unknown
 
*Makes satellites harder to detect by aliens.
 
*Makes satellites harder to detect by aliens.
 
  
 
'''SHIV Suppression'''
 
'''SHIV Suppression'''
*Requirements: ''Heavy Weapons Platform (SHIV)''
+
*Requirements: SHIV Project
 
*Variable Cost: §20
 
*Variable Cost: §20
 
*Fixed Cost: 15 Engineers
 
*Fixed Cost: 15 Engineers

Revision as of 08:35, 13 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: None
  • 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: Salvaged Alien Grenade
  • 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: Thin Man 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: SHIV Project, Heavy Lasers Research
  • 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
  • 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: None
  • Variable Cost: §75
  • Fixed Cost: 5x Weapon Fragment, 5 Engineers
  • Time: 4 days
  • Increased Pistol Critical Chance

Improved Pistol II

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

Improved Pistol III

  • Requirements: Plasma Pistol Research
  • 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

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

Stealth Satellites

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

SHIV Suppression

  • Requirements: SHIV Project
  • Variable Cost: §20
  • Fixed Cost: 15 Engineers
  • Time: Unknown
  • With a fairly extensive hardware and software upgrade, our SHIV units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.