Difference between revisions of "Foundry (EU2012)"

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==Construction==
 
==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.
 
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.
 +
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased.
  
 
*Cost: 3 Power, §75
 
*Cost: 3 Power, §75

Revision as of 01:09, 15 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. Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased.

  • 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.

Unlike the OTS, foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits.


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

Advanced Repair

  • Requirements: Heavy Floater Autopsy
  • Variable Cost: §?, ?x Alloys
  • Fixed Cost:
  • ?
  • Time: ?
  • Improves repair rate of SHIVs and aircraft.

S.H.I.V. Laser

  • Requirements: SHIV Project, Researched Heavy Lasers
  • 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.

S.H.I.V. Plasma

  • Requirements: SHIV Project, Researched Heavy Plasma
  • Variable Cost: §?, ?x Alloys
  • Fixed Cost:
  • ?
  • Time: ?
  • SHIV minigun replaced with plasma cannon.

S.H.I.V. Repair

  • Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon
  • Variable Cost: §?, ?x Alloys
  • Fixed Cost:
  • ?
  • Time: ?
  • Allows soldiers to repair SHIV units with Arc Thrower.

Drone Capture

  • Requirements: Researched Arc Thrower, 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.

Advanced Flight

  • Requirements: Researched Archangel Armor
  • Variable Cost: §?, ?x Alloys
  • Fixed Cost:
  • ?
  • Time: ?
  • Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.

Advanced Construction

  • Requirements: ?
  • Variable Cost: §?, ?x Alloys
  • Fixed Cost: 2x Sectopod wrecks
  • ?
  • Time: ?

Allows you to construct facilities in half time for double cost(toggled when facility is ordered)

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

Improved Pistol III

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

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.

Stealth Satellites

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

S.C.O.P.E. Upgrade

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