Facilities (LWR)

From UFOpaedia
Jump to navigation Jump to search

Back to Main Page

In General

The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.

Static Facilities

The static facilities supply a total of 30 power and require a total of 12 power, effectively supplying 18 power to the constructible facilities.

Static facilities (LWR)
Facility Effect Maintenance
Credits
Power
Mission Control (EU2012).png
Mission Control
The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a Hologlobe.
In the Mission Control Room, players can "Scan for Activity", which advances the time and date, respond to available missions and watch aircraft on their way to a mission.
0 3
Research (EU2012).png
Research
The Research Lab houses the research team, headed by Dr. Vahlen.
In the Research Lab, players can choose the active research project, review completed research projects and review research credits.
Players can also access the Genetics Lab here, once it has been constructed.
0 5
Engineering (EU2012).png
Engineering
The Engineering Bay houses the engineering team, headed by Dr. Shen.
In the Engineering Bay, players can build Weapons, Armor, Equipment and Vehicles and expand the XCOM base by building new facilities.
Players can also access the Foundry and the Repair Bay here, once they have been constructed.
0 0
Barracks (EU2012).png
Barracks
The Barracks houses the soldiers that are available for missions.
In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.
Players can also access the Officer Training School and the Psionic Labs here, once they have been constructed.
0 1
Hangar (EU2012).png
Hangar
The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's aircraft.
In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.
0 3
Situation Room (EU2012).png
Situation Room
The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.
In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the Gray Market and view and accept pending Council requests.
Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.
0 0

Constructible Facilities

The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.

One section in the bottom level contains a steam vent (6 sections throughout the base with Japan's Ring of Fire starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.

Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.

Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.

When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.

Constructible facilities (LWR)
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research
Other
Credits
Alien Alloys
Elerium
Days
Credits
Power
Access Lift (EU2012).png
Access Lift
Allows excavations and constructions to be performed at that base level.
Must be built in the center column. Cannot be torn down once built.
None None None 100 0 0 7 5 1
Laboratory (EU2012).png
Laboratory
Increases research speed by 30% (stacks additively). Laboratory
(+10% research speed)
None 15 scientists per Laboratory 350 0 0 21 120 4
Genetics Lab (EU2012).png
Genetics Lab
Allows Soldiers to be Genetically modified. Laboratory
(+10% research speed)
Xenogenetics None 50 0 0 18 10 4
Psionic Lab (EU2012).png
Psionic Labs
Allows Soldiers to discover and develop latent Psionic abilities. Laboratory
(+10% research speed)
Xenopsionics None 50 0 20 5 10 2
Workshop (EU2012).png
Workshop
Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%).
Each workshop increases the Item Fabrication Capacity by 1.
Reduces item production time by 20% (stacks multiplicatively).
Workshop
(+5% discount)
None 15 engineers per Workshop 350 0 0 21 120 4
Foundry (EU2012).png
Foundry
Unlocks development of new combat items and improvements to current items.
Cannot be torn down once built.
Workshop
(+5% discount)
None None 50 0 0 5 10 2
Cybernetics Lab (EU2012).png
Repair Bay
Unlocks Mechanized Exoskeletal Cybersuits and allows Soldiers to be augmented into MEC Troopers.

It also allows for repair of damaged equipment.

Workshop
(+5% discount)
None None 50 0 0 5 10 2
Officer Training School (EU2012).png
Officer Training School
Allows access to Officer and XCOM Training Programme upgrades.
Cannot be torn down once built.
None None 1 Soldier at Corporal rank 200 0 0 7 10 1
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research
Other
Credits
Alien Alloys
Elerium
Days
Credits
Power
Power Generator (EU2012).png
Fission Generator
+6 power Power generator
(+3 power)
None None 40 0 0 5 10 0
Thermal Power Generator (EU2012).png
Thermo Generator
+30 power Power generator
(+3 power)
None Must be built over steam vents 350 0 0 21 60 0
Elerium Generator (EU2012).png
Elerium Generator
+25 power Power generator
(+3 power)
Alien Power Systems 2 UFO Powers Sources 400 60 60 25 180 0
Satellite Uplink (EU2012).png
Satellite Uplink
+1 satellite coverage Satellite support
(+1 maximum satellites)
None 20 engineers per satellite uplink/nexus 200 0 0 21 80 8
Satellite Nexus (EU2012).png
Satellite Nexus
+2 satellite coverage Satellite support
(+1 maximum satellites)
Alien Computers 20 engineers per satellite uplink/nexus
2 UFO Flight Computers
300 50 50 21 90 8
Alien Containment (EU2012).png
Alien Containment
Houses alien captives, allowing Dr. Vahlen to interrogate them.
Without an Alien Containment, aliens captured with a Stun Rifle will be killed.
None Xenobiology None 100 20 0 14 10 1
Hyperwave Relay (EU2012).png
Hyperwave Relay
Allows the detection of Special UFOs, and shows extended information about all UFOs.
Cannot be torn down once built.
None Alien Communications Hyperwave Beacon 600 100 30 5 100 15
Gollop Chamber (EU2012).png
Gollop Chamber
Allows a Psionic Soldier to use the Ethereal Device, which unlocks the Temple Ship Assault mission.
Cannot be torn down once built.
None Alien Command and Control Ethereal Device 10 5 5 5 300 80

Expanding

One possible starting base

At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.

The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.

Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.

A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.

Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed:

  • Excavating a section on the top level costs 50 Credits.
  • Excavating a section on the second level costs 100 Credits.
  • Excavating a section on the third level costs 200 Credits.
  • Excavating a section on the bottom level costs 400 Credits.