Difference between revisions of "Engineering (EU2012)"
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− | + | [[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOM's head of Engineering]] | |
− | + | [[Image:engineeringEU2012.jpg|thumb|right|300px|Main Engineering]] | |
− | | | + | ''In [[XCOM (EU2012)|XCOM]] Engineering you will manufacture items that improve your capacity to repel the alien invasion.'' |
− | + | == Dr. Shen == | |
− | + | Dr. [[Raymond Shen (EU2012)|Shen]] is the Chief Engineer at the [[XCOM Headquarters (EU2012)|XCOM base]]. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat [[Missions (EU2012)|missions]]. | |
− | == | + | == Resources == |
− | + | Three types of resources are needed for manufacturing in XCOM: | |
− | |||
− | |||
− | |||
* Engineers | * Engineers | ||
+ | * Credits (§) | ||
+ | * Alien Artifacts such as [[Elerium (EU2012)|Elerium]] or [[Alien Alloys (EU2012)|Alien Alloys]] | ||
− | == Workshops == | + | [[File:XCOM_2012_Engineers_versus_Savings.jpg|thumb|right|300px|Engineers available versus cost savings]] |
− | + | ||
+ | If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). Rounding down, the formula is: | ||
+ | |||
+ | [[File:XCOM 2012 Engineers versus Savings formula corrected.png|none]] | ||
+ | |||
+ | *When the current number of engineers equals the minimum needed, the term in parentheses becomes "2", cancelling the 1/2. | ||
+ | **At twice the number of engineers, the cost is 75.0 % of original. So with 10 engineers, a satellite (Base Cost §100) costs §75. | ||
+ | **At three times the number of engineers, the cost is 66.7 %, after which the discount slows down. | ||
+ | **At five times the number of engineers, the cost is 60.0 %. With 25 engineers, the satellite costs §60. | ||
+ | **At ten times the number of engineers, the cost is 55.0 %. | ||
+ | **At twenty times the number of engineers, the cost is 52.5 %. With 100 engineers, a satellite costs §52 (since the final cost is rounded down). | ||
+ | |||
+ | Other resource costs (corpses, etc.) are not discounted. | ||
+ | *The North American continent bonus gives another 50% discount to [[Hangar (EU2012)|aircraft]] and aircraft weapons. | ||
+ | *The Asian continent bonus gives another 50% discount to [[S.H.I.V. (EU2012)|SHIVs]]. | ||
+ | |||
+ | ==Workshops and Bonuses == | ||
+ | For information on the structure, see [[Workshop (EU2012)|Workshop]]. | ||
+ | |||
+ | * 2 Workshops adjacent to one another will give a 7% discount on building items. | ||
+ | * For a 3*3 square with 9 workshops, you will get 12*7% = 84% rebate. | ||
+ | * 14 workshop adjacency bonuses is nearly the maximum with 98% [http://gaming.stackexchange.com/questions/89098/what-is-the-perfect-base-layout]. | ||
+ | ** In Enemy Within, the bonus is 10% each, so 6 workshops (plus the Foundry and Mec Lab) [[XCOM_Headquarters_(EU2012)#Base_Design|in a single block]] can reach the 99% rebate maximum. | ||
+ | * To win the war on XCOM's ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite [[Satellite Uplink (EU2012)|Uplinks]]/[[Satellite Nexus (EU2012)|Nexus]] and [[Satellite (EU2012)|satellites]], which in turn gets you more credits per month. | ||
== The Foundry == | == The Foundry == | ||
− | + | The Foundry is one of two places you can research equipment upgrades. | |
+ | |||
+ | [[Foundry (EU2012)|Foundry Projects]] | ||
+ | |||
+ | == Build/Buy Items== | ||
− | = | + | === Build Items === |
− | '' | + | {| class="wikitable" width="100%" |
− | + | |+ | |
− | = | + | |- |
− | + | ! width="15%" align="center" | Item | |
− | + | ! width="45%" align="center" | Description | |
− | + | ! width="15%" align="center" | Prerequisite | |
− | + | ! width="15%" align="center" | Cost | |
− | + | ! width="10%" align="center" | Build time | |
− | + | |- align="center" | |
− | + | | '''[[File:MEDIKIT (EU2012).png|50px]]<br>[[Medikit (EU2012)|Medikit]]''' | |
− | + | | ''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.'' | |
− | + | | 5 Engineers | |
− | + | | §25 | |
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:NANOFIBER VEST (EU2012).png|50px]]<br>'''[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]''' | ||
+ | | ''Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.'' | ||
+ | | '''Research''': [[Alien Materials (EU2012)|Alien Materials]]<br>5 Engineers | ||
+ | | §20 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:S.C.O.P.E. (EU2012).png|50px]]<br>[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]''' | ||
+ | | ''When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim.'' | ||
+ | | '''Research''': [[Weapon Fragments (EU2012)|Weapon Fragments]]<br>5 Engineers | ||
+ | | §20 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Arc Thrower (EU2012).png|50px]]<br>[[Arc Thrower (EU2012)|Arc Thrower]]''' | ||
+ | | ''The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.'' | ||
+ | | '''Research''': Arc Thrower<br>5 Engineers | ||
+ | | §35<br>§10 on Easy difficulty | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:LASER PISTOL (EU2012).png|50px]]<br>[[Laser Pistol (EU2012)|Laser Pistol]]''' | ||
+ | | ''The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.'' | ||
+ | | '''Research''': [[Beam Weapons (EU2012)|Beam Weapons]]<br>10 Engineers | ||
+ | | §10<br>10 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:LASER RIFLE (EU2012).png|50px]]<br>'''[[Laser Rifle (EU2012)|Laser Rifle]]''' | ||
+ | | ''The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.'' | ||
+ | | '''Research''': [[Beam Weapons (EU2012)|Beam Weapons]]<br>12 Engineers | ||
+ | | §25<br>15 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:LASER SNIPER RIFLE (EU2012).png|50px]]<br>[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]''' | ||
+ | | ''The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.'' | ||
+ | | '''Research''': [[Precision Lasers (EU2012)|Precision Lasers]]<br>12 Engineers | ||
+ | | §35<br>25 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:SCATTER LASER (EU2012).png|50px]]<br>[[Laser Scatter (EU2012)|Scatter Laser]]''' | ||
+ | | ''The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.'' | ||
+ | | '''Research''': [[Precision Lasers (EU2012)|Precision Lasers]]<br>12 Engineers | ||
+ | | §30<br>25 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:HEAVY LASER (EU2012).png|50px]]<br>[[Heavy Laser (EU2012)|Heavy Laser]]''' | ||
+ | | ''The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.'' | ||
+ | | '''Research''': [[Heavy Lasers (EU2012)|Heavy Lasers]]<br>12 Engineers | ||
+ | | §30<br>25 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:CHITIN PLATING (EU2012).png|50px]]<br>[[Chitin Plating (EU2012)|Chitin Plating]]''' | ||
+ | | ''Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.'' | ||
+ | | '''Research''': [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]<br>15 Engineers | ||
+ | | §85<br>15 [[Alien Alloys (EU2012)|Alloys]] <br/>4 [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:COMBAT STIMS (EU2012).png|50px]]<br>[[Combat Stims (EU2012) | Combat Stims]]''' | ||
+ | | ''This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics.'' | ||
+ | | '''Research''': [[Berserker Autopsy (EU2012)|Berserker Autopsy]]<br>15 Engineers | ||
+ | | §50<br>5 [[Alien Alloys (EU2012)|Alloys]] <br/> 1 [[Berserker Corpse (EU2012)|Berserker Corpse]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:PLASMA PISTOL (EU2012).png|50px]]<br>[[Plasma Pistol (EU2012)|Plasma Pistol]]''' | ||
+ | | ''By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.'' | ||
+ | | '''Research''': Plasma Pistol<br>20 Engineers | ||
+ | | §100<br>10 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:LIGHT PLASMA RIFLE (EU2012).png|50px]]<br>[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]''' | ||
+ | | ''This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.'' | ||
+ | | '''Research''': Light Plasma Rifle<br>20 Engineers | ||
+ | | §125<br>15 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]]<br>Classic/Impossible (EW DLC): §180<br> 30 Elerium, 30 Alloys | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:PLASMA RIFLE (EU2012).png|50px]]<br>[[Plasma Rifle (EU2012)|Plasma Rifle]]''' | ||
+ | | ''This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.'' | ||
+ | | '''Research''': Plasma Rifle<br>20 Engineers | ||
+ | | §200<br>20 [[Elerium (EU2012)|Elerium]]<br>30 [[Alien Alloys (EU2012)|Alloys]]<br>Classic/Impossible (EW DLC): §300<br> 40 Elerium, 50 Alloys | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:PLASMA SNIPER RIFLE (EU2012).png|50px]]<br>[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]''' | ||
+ | | ''By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.'' | ||
+ | | '''Research''': Plasma Sniper Rifle<br>25 Engineers | ||
+ | | §250<br>25 [[Elerium (EU2012)|Elerium]]<br>30 [[Alien Alloys (EU2012)|Alloys]]<br>Classic/Impossible (EW DLC): §375<br> 60 Elerium, 50 Alloys | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:HEAVY PLASMA (EU2012).png|50px]]<br>[[Heavy Plasma (EU2012)|Heavy Plasma]]''' | ||
+ | | ''The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously.'' | ||
+ | | '''Research''': Heavy Plasma<br>25 Engineers | ||
+ | | §250<br>30 [[Elerium (EU2012)|Elerium]]<br/>30 [[Alien Alloys (EU2012)|Alloys]]<br>Classic/Impossible (EW DLC): §375<br> 60 Elerium, 50 Alloys | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:ALLOY CANNON (EU2012).png|50px]]<br>[[Alloy Cannon (EU2012)|Alloy Cannon]]''' | ||
+ | | ''By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.'' | ||
+ | | '''Research''': Alloy Cannon<br>25 Engineers | ||
+ | | §250<br>20 [[Elerium (EU2012)|Elerium]]<br>50 [[Alien Alloys (EU2012)|Alloys]]<br>Classic/Impossible (EW DLC): §300<br> 40 Elerium, 75 Alloys | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:BLASTER LAUNCHER (EU2012).png|50px]]<br>[[Blaster Launcher (EU2012)|Blaster Launcher]]''' | ||
+ | | ''By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.'' | ||
+ | | '''Research''': [[Blaster Launcher (EU2012)|Guided Fusion Launcher]]<br>35 Engineers | ||
+ | | §275<br>65 [[Elerium (EU2012)|Elerium]] <br>50 [[Alien Alloys (EU2012)|Alloys]]<br>1 [[Fusion Core(EU2012)|Fusion Core]]<br>2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]<br>Classic/Impossible (EW DLC): §400<br> 120 Elerium, 75 Alloys | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Skeleton Key (EU2012).png|50px]]<br>[[Skeleton Key (EU2012)|Skeleton Key]]''' | ||
+ | | ''This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what's inside.'' | ||
+ | | '''Research''': [[Outsider Shard (EU2012)|Outsider Shard]]<br>15 Engineers | ||
+ | | §25 <br/> 10 [[Elerium (EU2012)|Elerium]] <br/>10 [[Alien Alloys (EU2012)|Alloys]]<br>Easy Difficulty: 5 Alloys and 5 Elerium | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:MIND SHIELD (EU2012).png|50px]]<br>[[Mind Shield (EU2012) | Mind Shield]]''' | ||
+ | | ''Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.'' | ||
+ | | '''Research''': [[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]<br>35 Engineers | ||
+ | | §150<br>30 [[Elerium (EU2012)|Elerium]]<br>10 [[Alien Alloys (EU2012)|Alloys]]<br>1 [[Ethereal Corpse (EU2012)|Ethereal Corpse]] | ||
+ | | Immediate | ||
+ | |- | ||
+ | |} | ||
− | == Build Armor == | + | === Build Armor === |
− | |||
− | |||
− | |||
− | == Build | + | {| class="wikitable sortable" width="100%" |
− | + | |+ | |
− | + | |- | |
− | + | ! width="15%" align="center" | Item | |
− | + | ! width="45%" align="center" | Description | |
− | + | ! width="15%" align="center" | Prerequisite | |
+ | ! width="15%" align="center" | Cost | ||
+ | ! width="10%" align="center" | Build time | ||
+ | |- align="center" | ||
+ | | [[File:CARAPACE ARMOR (EU2012).png|50px]]<br>'''[[Carapace Armor (EU2012)|Carapace Armor]]''' || ''Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor.'' || '''Research''': Carapace Armor<br/>10 Engineers || §25<br>15 [[Alien Alloys (EU2012)|Alloys]] || Immediate | ||
+ | |- align="center" | ||
+ | | [[File:SKELETON SUIT (EU2012).png|50px]]<br>'''[[Skeleton Suit (EU2012)|Skeleton Suit]]''' || ''The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field.'' || '''Research''': Skeleton Suit<br>15 Engineers || §30<br>10 [[Alien Alloys (EU2012)|Alloys]] || Immediate | ||
+ | |- align="center" | ||
+ | | [[File:TITAN ARMOR (EU2012).png|50px]]<br>'''[[Titan Armor (EU2012)|Titan Armor]]''' || ''This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins.'' || '''Research''': Titan Armor<br/>25 Engineers || §150<br>10 [[Elerium (EU2012)|Elerium]]<br>35 [[Alien Alloys (EU2012)|Alloys]] || Immediate | ||
+ | |- align="center" | ||
+ | | [[File:GHOST ARMOR (EU2012).png|50px]]<br>'''[[Ghost Armor (EU2012)|Ghost Armor]]''' || ''By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.'' || '''Research''': Ghost Armor<br/>40 Engineers || §250<br>50 [[Elerium (EU2012)|Elerium]]<br>40 [[Alien Alloys (EU2012)|Alloys]] || Immediate | ||
+ | |- align="center" | ||
+ | | [[File:ARCHANGEL ARMOR (EU2012).png|50px]]<br>'''[[Archangel Armor (EU2012)|Archangel Armor]]''' || ''The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.'' || '''Research''': Archangel Armor<br/>35 Engineers || §200<br>35 [[Elerium (EU2012)|Elerium]]<br>50 [[Alien Alloys (EU2012)|Alloys]] || Immediate | ||
+ | |- align="center" | ||
+ | | [[File:PSI ARMOR (EU2012).png|50px]]<br>'''[[Psi Armor (EU2012)|Psi Armor]]''' || ''Our most powerful armored suit, this equipment serves to amplify the wearer's psionic abilities through a system modeled after the alien's own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.'' || '''Research''': Psi Armor<br/>30 Engineers || §400<br>40 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]] || Immediate | ||
+ | |} | ||
− | {{ | + | === Vehicles === |
+ | {| class="wikitable" width="100%" | ||
+ | |+ | ||
+ | |- | ||
+ | ! width="15%" align="center" | Item | ||
+ | ! width="45%" align="center" | Description | ||
+ | ! width="15%" align="center" | Prerequisite | ||
+ | ! width="15%" align="center" | Cost | ||
+ | ! width="10%" align="center" | Build time | ||
+ | |- align="center" | ||
+ | | [[File:Firestorm (EU2012).png|50px]]<br>'''[[Firestorm (EU2012)|Firestorm]]''' | ||
+ | | ''The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.'' | ||
+ | | '''Research''': [[New Fighter Craft (EU2012)|New Fighter Craft]] <br> 20 Engineers | ||
+ | | §200<br>20 [[Elerium (EU2012)|Elerium]]<br> 40 [[Alien Alloys (EU2012)|Alloys]]<br>1 [[UFO Power Source (EU2012)|UFO Power Source]]<br>2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]] | ||
+ | | 14 days | ||
+ | |- align="center" | ||
+ | | [[File:Satellite (EU2012).png|50px]]<br>'''[[Satellite (EU2012)|Satellite]]''' | ||
+ | | ''An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.'' | ||
+ | | 5 Engineers | ||
+ | | §100 | ||
+ | | 20 days | ||
+ | |- align="center" | ||
+ | | [[File:S.H.I.V. (EU2012).png|50px]]<br>'''[[SHIV (EU2012)|SHIV]]''' | ||
+ | | ''The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.'' | ||
+ | | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] <br/> 5 Engineers <br/> 1 [[Barracks (EU2012)|Barracks]] Capacity | ||
+ | | §100 | ||
+ | | 7 days | ||
+ | |- align="center" | ||
+ | | [[File:Alloy S.H.I.V. (EU2012).png|50px]]<br>'''[[Alloy SHIV (EU2012)|Alloy SHIV]]''' | ||
+ | | ''Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.'' | ||
+ | | '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] <br/> 10 Engineers <br/> 1 [[Barracks (EU2012)|Barracks]] Capacity | ||
+ | | §150 <br/> 40 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | 7 days | ||
+ | |- align="center" | ||
+ | | [[File:Hover S.H.I.V. (EU2012).png|50px]]<br>'''[[Hover SHIV (EU2012)|Hover SHIV]]''' | ||
+ | | ''"Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain.'' | ||
+ | | '''Research''': [[New Fighter Craft (EU2012)|New Fighter Craft]] <br/> '''Foundry''': [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] <br/> 20 Engineers <br/> 1 [[Barracks (EU2012)|Barracks]] Capacity | ||
+ | | §200<br>40 [[Elerium (EU2012)|Elerium]]<br>60 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | 7 days | ||
+ | |- align="center" | ||
+ | | [[File:Fusion Lance (EU2012).png|50px]]<br>'''[[Fusion Lance (EU2012)|Fusion Lance]]''' | ||
+ | | ''The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM. It should be capable of taking down any UFO engaged by the Firestorm.'' | ||
+ | | '''Research''': Fusion Lance <br/> 35 Engineers | ||
+ | | §150<br>20 [[Elerium (EU2012)|Elerium]]<br>30 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:EMP Cannon (EU2012).png|50px]]<br>'''[[EMP Cannon (EU2012)|EMP Cannon]]''' | ||
+ | | ''The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components.'' | ||
+ | | '''Research''': EMP Cannon <br/> 30 Engineers | ||
+ | | §200 <br> 20 [[Elerium (EU2012)|Elerium]] <br> 30 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:Plasma Cannon (EU2012).png|50px]]<br>'''[[Plasma Cannon (EU2012)|Plasma Cannon]]''' | ||
+ | | ''The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.'' | ||
+ | | '''Research''': Plasma Cannon <br/> 20 Engineers | ||
+ | | §100<br>20 [[Elerium (EU2012)|Elerium]]<br>20 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:LASER CANNON (EU2012).png|50px]]<br>'''[[Laser Cannon (EU2012)|Laser Cannon]]''' | ||
+ | | ''These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets.'' | ||
+ | | '''Research''': [[Heavy Lasers (EU2012)|Heavy Lasers]] <br/> 10 Engineers | ||
+ | | §35<br>25 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:PHOENIX CANNON (EU2012).png|50px]]<br>'''[[Phoenix Cannon (EU2012)|Phoenix Cannon]]''' | ||
+ | | ''The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.'' | ||
+ | | '''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] <br/> 5 Engineers | ||
+ | | §35 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:DEFENSE MATRIX (EU2012).png|50px]]<br>'''[[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]''' | ||
+ | | ''Activate this module during interception to provide an immediate, temporary boost to our unit's evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions.'' | ||
+ | | '''Research''': [[Floater Autopsy (EU2012)|Floater Autopsy]] <br/> 10 Engineers | ||
+ | | §50<br>3 [[Floater Corpse (EU2012)|Floater Corpse]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:UFO TRACKING (EU2012).png|50px]]<br>'''[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]''' | ||
+ | | ''Activate this module during interception to provide an immediate, temporary boost to our unit's pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites' computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.'' | ||
+ | | '''Research''': [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] <br/> 10 Engineers | ||
+ | | §20<br>2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | [[File:UPLINK TARGETING (EU2012).png|50px]]<br>'''[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]''' | ||
+ | | ''Activate this module during interception to provide an immediate, temporary boost to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.'' | ||
+ | | '''Research''': [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] <br/> 5 Engineers | ||
+ | | §10<br>3 [[Sectoid Corpse (EU2012)|Sectoid Corpse]] | ||
+ | | Immediate | ||
+ | |} | ||
+ | ===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]=== | ||
+ | {| class="wikitable" width="100%" | ||
+ | |+ | ||
+ | |- | ||
+ | ! width="15%" align="center" | Item | ||
+ | ! width="45%" align="center" | Description | ||
+ | ! width="15%" align="center" | Prerequisite | ||
+ | ! width="15%" align="center" | Cost | ||
+ | ! width="10%" align="center" | Build time | ||
+ | |- align="center" | ||
+ | | '''[[File:Needle Grenade (EU2012).png|50px]]<br>[[Needle Grenade (EU2012)|Needle Grenade]]''' | ||
+ | | ''A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.'' | ||
+ | | '''Research''': [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]<br>7 Engineers | ||
+ | | §40<br>5 [[Alien Alloys (EU2012)|Alloys]]<br>2 [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Flashbang Grenade (EU2012).png|50px]]<br>[[Flashbang Grenade (EU2012)|Flashbang Grenade]]''' | ||
+ | | ''Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.'' | ||
+ | | '''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]]<br>5 Engineers | ||
+ | | §35 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Gas Grenade (EU2012).png|50px]]<br>[[Gas Grenade (EU2012)|Gas Grenade]]''' | ||
+ | | ''Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form.'' | ||
+ | | '''Research''': [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]<br>7 Engineers | ||
+ | | §35<br>2 [[Thin Man Corpse (EU2012)|Thin Man Corpses]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Ghost Grenade (EU2012).png|50px]]<br>[[Ghost Grenade (EU2012)|Ghost Grenade]]''' | ||
+ | | ''This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.'' | ||
+ | | '''Research''': [[Seeker Autopsy (EU2012)|Seeker Autopsy]]<br>10 Engineers | ||
+ | | §200<br>25 [[Elerium (EU2012)|Elerium]]<br>4 [[Seeker Wreck (EU2012)|Seeker Wrecks]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Mimic Beacon (EU2012).png|50px]]<br>[[Mimic Beacon (EU2012)|Mimic Beacon]]''' | ||
+ | | ''This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.'' | ||
+ | | '''Research''': [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]<br>5 Engineers | ||
+ | | §50 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Reaper Rounds (EU2012).png|50px]]<br>[[Reaper Rounds (EU2012)|Reaper Rounds]]''' | ||
+ | | ''Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.'' | ||
+ | | '''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]]<br>6 Engineers | ||
+ | | §30 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Respirator Implant (EU2012).png|50px]]<br>[[Respirator Implant (EU2012)|Respirator Implant]]''' | ||
+ | | ''We can fabricate a module that will automatically detect chemical and physical threats to a soldier's oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM's armor designs.'' | ||
+ | | '''Research''': [[Seeker Autopsy (EU2012)|Seeker Autopsy]]<br>5 Engineers | ||
+ | | §35 | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Railgun (EU2012).png|50px]]<br>[[Railgun (EU2012)|Railgun]]''' | ||
+ | | ''This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.'' | ||
+ | | '''Research''': [[Heavy Lasers (EU2012)|Heavy Lasers]]<br>10 Engineers | ||
+ | | §70<br>30 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:Particle Cannon (EU2012).png|50px]]<br>[[Particle Cannon (EU2012)|Particle Cannon]]''' | ||
+ | | ''Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.'' | ||
+ | | '''Research''': [[Heavy Plasma (EU2012)|Heavy Plasma]]<br>40 Engineers | ||
+ | | §325<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>40 [[Elerium (EU2012)|Elerium]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:MEC-1 (EU2012).png|50px]]<br>[[MEC-1 Warden (EU2012)|MEC-1 Warden]]''' | ||
+ | | ''The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use'' | ||
+ | | '''Research''': [[Meld Recombination (EU2012)|Meld Recombination]]<br>5 Engineers | ||
+ | | §25<br>40 [[Meld (EU2012)|Meld]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:MEC-2 (EU2012).png|50px]]<br>[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]''' | ||
+ | | ''The MEC-2 is capable of deploying a wider variety of weapons and devices than its predecessor'' | ||
+ | | '''Research''': [[UFO Power Source (EU2012)|UFO Power Source]]<br>10 Engineers | ||
+ | | §§32<br>60 [[Meld (EU2012)|Meld]] | ||
+ | | Immediate | ||
+ | |- align="center" | ||
+ | | '''[[File:MEC-3 (EU2012).png|50px]]<br>[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]''' | ||
+ | | ''The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun'' | ||
+ | | '''Research''': [[Titan Armor (EU2012)|Titan Armor]]<br>25 Engineers | ||
+ | | §106<br>100 [[Meld (EU2012)|Meld]] | ||
+ | | Immediate | ||
+ | |} | ||
+ | |||
+ | == Build Facilities == | ||
+ | Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities. | ||
+ | After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. | ||
+ | Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have. | ||
+ | {| class="wikitable" width="100%" | ||
+ | |+ Facilities | ||
+ | |- | ||
+ | ! width="10%" align="center" | Facility | ||
+ | ! width="30%" align="center" | Description | ||
+ | ! width="25%" align="center" | Prerequisite | ||
+ | ! width="13%" align="center" | Cost | ||
+ | ! width="1%" align="center" | Monthly cost | ||
+ | ! width="20%" align="center" | Notes/Bonus | ||
+ | ! width="1%" align="center" | Build time | ||
+ | |- style="vertical-align:top;" | ||
+ | <!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --> | ||
+ | |- | ||
+ | | align="center" | [[File: Access Lift Engineering (EU2012).png|75px]]<br>'''[[Access Lift (EU2012)|Access Lift]] ''' | ||
+ | | align="center" | ''Access Lifts enable XCOM's subterranean base to expand deeper into the earth.'' | ||
+ | | align="center" | None | ||
+ | | align="center" | §50<br/>2 Power | ||
+ | | align="center" | §10 | ||
+ | | align="center" | Required to access a lower level. | ||
+ | | align="center" | 5 days | ||
+ | <!-- END ONE SECTION --> | ||
+ | |- | ||
+ | | align="center" | [[File: OTS Engineering (EU2012).png|75px]]<br>'''[[Officer Training School (EU2012)|Officer Training School]] ''' | ||
+ | | align="center" | ''Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers.'' | ||
+ | | align="center" | Sergeant ranked soldier in Classic/Impossible difficulty levels | ||
+ | | align="center" | §125<br/>3 Power | ||
+ | | align="center" | §25 | ||
+ | | align="center" | None | ||
+ | | align="center" | 8 days | ||
+ | |- | ||
+ | | align="center" | [[File: Satellite Uplink Engineering (EU2012).png|75px]]<br>'''[[Satellite Uplink (EU2012)|Satellite Uplink]]''' | ||
+ | | align="center" | ''With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.'' | ||
+ | | align="center" | 5 Engineers<br>After 2nd Uplink/Nexus, +10 for next Satellite Uplink, +15 for next Satellite Nexus | ||
+ | | align="center" | §150<br>(§100 EW DLC)<br/> 5 Power | ||
+ | | align="center" | §15 | ||
+ | | align="center" | +1 Satellite capacity for every adjacent Uplink or [[Satellite Nexus (EU2012)|Nexus]] | ||
+ | | align="center" | 14 days | ||
+ | |- | ||
+ | | align="center" | [[File: Satellite Nexus Engineering (EU2012).png|75px]]<br>'''[[Satellite Nexus (EU2012)|Satellite Nexus]]''' | ||
+ | | align="center" | ''With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.'' | ||
+ | | align="center" | '''Research''': [[Alien Nav Computer (EU2012)|Alien Nav Computer]]<br>5 Engineers<br> After 2nd Uplink/Nexus, +10 for each Satellite Uplink, +15 for each Satellite Nexus | ||
+ | | align="center" | §300<br/>(§250 EW DLC) <br/>8 Power <br/> 25x [[Alien Alloys (EU2012)|Alloys]] <br/> 2x [[UFO Flight Computer (EU2012)|UFO Flight Computer]] | ||
+ | | align="center" | §26 | ||
+ | | align="center" | +1 Satellite capacity for every adjacent [[Satellite Uplink (EU2012)|Uplink]] or Nexus | ||
+ | | align="center" | 21 days | ||
+ | |- | ||
+ | | align="center" | [[File: Laboratory Engineering (EU2012).png|75px]]<br>'''[[Laboratory (EU2012)|Laboratory]]''' | ||
+ | | align="center" |'' Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory.'' | ||
+ | | align="center" | 6 Scientists<br>(2nd Lab requires 10, each next requires 5 more) | ||
+ | | align="center" | §125<br/>3 Power | ||
+ | | align="center" | §24 | ||
+ | | align="center" | +10% increase to research speed for every adjacent laboratory | ||
+ | | align="center" | 10 days | ||
+ | |- | ||
+ | | align="center" | [[File: Workshop Engineering (EU2012).png|75px]]<br>'''[[Workshop (EU2012)|Workshop]]''' | ||
+ | | align="center" | ''Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7/10% refund on resources used when building vehicles, Foundry projects and facilities.'' | ||
+ | | align="center" | 5 Engineers<br>(2nd Workshop requires 15, each next requires 10 more) | ||
+ | | align="center" | §130<br/>3 Power | ||
+ | | align="center" | §26 | ||
+ | | align="center" | Each gives 5 additional engineers.<br>7% rebate on §, Alloys and Elerium (10% on the EW DLC). | ||
+ | | align="center" | 10 days | ||
+ | |- | ||
+ | | align="center" | [[File: Foundry Engineering (EU2012).png|75px]]<br>'''[[Foundry (EU2012)| The Foundry]]''' | ||
+ | | align="center" | ''Develop new combat items or improve current items in the Foundry.'' | ||
+ | | align="center" | '''Research''': [[Experimental Warfare (EU2012)|Experimental Warfare]] | ||
+ | | align="center" | §75<br/>3 Power | ||
+ | | align="center" | §20 | ||
+ | | align="center" | 10% adjacency bonus on the EW DLC if next to Workshops/Cybernectics Lab | ||
+ | | align="center" | 10 days | ||
+ | |- | ||
+ | | align="center" | [[File: Alien Containment Engineering (EU2012).png|75px]]<br>'''[[Alien Containment (EU2012)| Alien Containment]]''' | ||
+ | | align="center" |'' This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.'' | ||
+ | | align="center" | '''Research''': [[Xeno-Biology_(EU2012)|Xeno-Biology]] | ||
+ | | align="center" | §85<br/>5 Power | ||
+ | | align="center" | §18 | ||
+ | | align="center" | Required to interrogate aliens. | ||
+ | | align="center" | 7 days | ||
+ | |- | ||
+ | | align="center" | [[File: Power Generator Engineering (EU2012).png|75px]]<br>'''[[Power Generator (EU2012)|Power Generator]]''' | ||
+ | | align="center" | ''Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility.'' | ||
+ | | align="center" | None | ||
+ | | align="center" | §60 | ||
+ | | align="center" | §11 | ||
+ | | align="center" | +2 power for every adjacent power facility. | ||
+ | | align="center" | 5 days | ||
+ | |- | ||
+ | | align="center" | [[File: Thermo Power Generator Engineering (EU2012).png|75px]]<br>'''[[Thermo Power Generator (EU2012)|Thermo Power Generator]]''' | ||
+ | | align="center" | ''Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility.'' | ||
+ | | align="center" | Steam Vent | ||
+ | | align="center" | §200 | ||
+ | | align="center" | §23 | ||
+ | | align="center" | +2 power for every adjacent power facility. | ||
+ | | align="center" | 8 days | ||
+ | |- | ||
+ | | align="center" | [[File: Elerium Generator Engineering (EU2012).png|75px]]<br>'''[[Elerium Generator (EU2012)|Elerium Generator]]''' | ||
+ | | align="center" | ''Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility.'' | ||
+ | | align="center" | '''Research''': [[UFO Power Source (EU2012)|UFO Power Source]] | ||
+ | | align="center" | §275<br/>40 [[Alien Alloys (EU2012)|Alloys]]<br/>30 [[Elerium (EU2012)|Elerium]]<br/>2 [[UFO Power Source (EU2012)|UFO Power Source]] | ||
+ | | align="center" | §29 | ||
+ | | align="center" | +2 power for every adjacent power facility. | ||
+ | | align="center" | 14 days | ||
+ | |- | ||
+ | | align="center" | [[File: Psionic Lab Engineering (EU2012).png|75px]]<br>'''[[Psionic Lab (EU2012)|Psionic Lab]]''' | ||
+ | | align="center" | ''This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.'' | ||
+ | | align="center" | '''Research''': [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]/[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]] | ||
+ | | align="center" | §200 <br/> 3 Power <br/> 20 [[Elerium (EU2012)|Elerium]] <br/> 20 [[Alien Alloys (EU2012)|Alloys]] | ||
+ | | align="center" | §30 | ||
+ | | align="center" | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. | ||
+ | | align="center" | 14 days | ||
+ | |- | ||
+ | | align="center" | [[File: Hyperwave Relay Engineering (EU2012).png|75px]]<br>'''[[Hyperwave Relay (EU2012)|Hyperwave Relay]]''' | ||
+ | | align="center" | ''Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications.'' | ||
+ | | align="center" | '''Research''': [[Hyperwave Relay (EU2012)|Hyperwave Communication]] | ||
+ | | align="center" | §175 <br/> 4 Power <br/> 10 [[Alien Alloys (EU2012)|Alloys]] <br/> 1 [[Hyperwave Relay (EU2012)|Hyperwave Beacon]] | ||
+ | | align="center" | §30 | ||
+ | | align="center" | Reveals information on the type and number of aliens present in all detected [[UFOs (EU2012)|UFOs]]. | ||
+ | | align="center" | 14 days | ||
+ | |- | ||
+ | | align="center" | [[File: Gollop Chamber Engineering (EU2012).png|75px]]<br>'''[[Gollop Chamber (EU2012)| Gollop Chamber]]''' | ||
+ | | align="center" | ''Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net.<br/>''Cannot remove this facility.'' | ||
+ | | align="center" | '''Research''': [[Psi Link (EU2012)|Ethereal Device]] | ||
+ | | align="center" | §200 <br/> 5 Power <br/> 1 Psi Link | ||
+ | | align="center" | §100 | ||
+ | | align="center" | Required to advance in the game's [[Storyline (EU2012)|Storyline]]. | ||
+ | | align="center" | 14 days | ||
+ | |- | ||
+ | | align="center" | [[Image:Genetics Lab Engineering (EU2012).png|75px]]<br>'''[[Genetics Lab (EU2012)|Genetics Lab]]''' | ||
+ | | align="center" | ''This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits.'' | ||
+ | | align="center" | '''Research''': [[Meld Recombination (EU2012)|Meld Recombination]] | ||
+ | | align="center" | §50 <br/> 3 Power | ||
+ | | align="center" | §20 | ||
+ | | align="center" | [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] facility<br>Contains 3 slots where [[Gene Mods (EU2012)|Gene Mods]] can be implanted on soldiers.<br>10% adjacency bonus on the EW DLC with Labs. | ||
+ | | align="center" | 10 days | ||
+ | |- | ||
+ | | align="center" | [[Image:Cybernetics Lab Engineering (EU2012).png|75px]]<br>'''[[Cybernetics Lab (EU2012)|Cybernetics Lab]]''' | ||
+ | | align="center" | ''Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits.'' | ||
+ | | align="center" | '''Research''': [[Meld Recombination (EU2012)|Meld Recombination]] | ||
+ | | align="center" | §50 <br/> 3 Power | ||
+ | | align="center" | §20 | ||
+ | | align="center" | [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] facility<br>Contains 3 slots to augment soldiers into [[MEC Trooper (EU2012)|MEC Troopers]], also allows to build/repair [[MEC Suit (EU2012)|MEC Suits]].<br>10% adjacency bonus on the EW DLC with Workshops/Foundry. | ||
+ | | align="center" | 10 days | ||
+ | |} | ||
+ | |||
+ | [[Category: Enemy Unknown (2012)]] | ||
+ | [[Category: Base Facilities (EU2012)]] | ||
== See Also == | == See Also == | ||
− | + | {{Base Facilities (EU2012)}} | |
− | |||
− | |||
− | |||
− | |||
+ | {{StyleEU2012}} | ||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
+ | [[Category: Base Facilities (EU2012)]] |
Latest revision as of 15:05, 16 February 2017
In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.
Dr. Shen
Dr. Shen is the Chief Engineer at the XCOM base. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat missions.
Resources
Three types of resources are needed for manufacturing in XCOM:
- Engineers
- Credits (§)
- Alien Artifacts such as Elerium or Alien Alloys
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). Rounding down, the formula is:
- When the current number of engineers equals the minimum needed, the term in parentheses becomes "2", cancelling the 1/2.
- At twice the number of engineers, the cost is 75.0 % of original. So with 10 engineers, a satellite (Base Cost §100) costs §75.
- At three times the number of engineers, the cost is 66.7 %, after which the discount slows down.
- At five times the number of engineers, the cost is 60.0 %. With 25 engineers, the satellite costs §60.
- At ten times the number of engineers, the cost is 55.0 %.
- At twenty times the number of engineers, the cost is 52.5 %. With 100 engineers, a satellite costs §52 (since the final cost is rounded down).
Other resource costs (corpses, etc.) are not discounted.
- The North American continent bonus gives another 50% discount to aircraft and aircraft weapons.
- The Asian continent bonus gives another 50% discount to SHIVs.
Workshops and Bonuses
For information on the structure, see Workshop.
- 2 Workshops adjacent to one another will give a 7% discount on building items.
- For a 3*3 square with 9 workshops, you will get 12*7% = 84% rebate.
- 14 workshop adjacency bonuses is nearly the maximum with 98% [1].
- In Enemy Within, the bonus is 10% each, so 6 workshops (plus the Foundry and Mec Lab) in a single block can reach the 99% rebate maximum.
- To win the war on XCOM's ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite Uplinks/Nexus and satellites, which in turn gets you more credits per month.
The Foundry
The Foundry is one of two places you can research equipment upgrades.
Build/Buy Items
Build Items
Item | Description | Prerequisite | Cost | Build time |
---|---|---|---|---|
Medikit |
Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants. | 5 Engineers | §25 | Immediate |
Nano-Fiber Vest |
Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer. | Research: Alien Materials 5 Engineers |
§20 | Immediate |
S.C.O.P.E. |
When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim. | Research: Weapon Fragments 5 Engineers |
§20 | Immediate |
Arc Thrower |
The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies. | Research: Arc Thrower 5 Engineers |
§35 §10 on Easy difficulty |
Immediate |
Laser Pistol |
The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field. | Research: Beam Weapons 10 Engineers |
§10 10 Alloys |
Immediate |
Laser Rifle |
The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle. | Research: Beam Weapons 12 Engineers |
§25 15 Alloys |
Immediate |
Laser Sniper Rifle |
The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range. | Research: Precision Lasers 12 Engineers |
§35 25 Alloys |
Immediate |
Scatter Laser |
The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases. | Research: Precision Lasers 12 Engineers |
§30 25 Alloys |
Immediate |
Heavy Laser |
The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage. | Research: Heavy Lasers 12 Engineers |
§30 25 Alloys |
Immediate |
Chitin Plating |
Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained. | Research: Chryssalid Autopsy 15 Engineers |
§85 15 Alloys 4 Chryssalid Corpse |
Immediate |
Combat Stims |
This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics. | Research: Berserker Autopsy 15 Engineers |
§50 5 Alloys 1 Berserker Corpse |
Immediate |
Plasma Pistol |
By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm. | Research: Plasma Pistol 20 Engineers |
§100 10 Elerium 20 Alloys |
Immediate |
Light Plasma Rifle |
This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon. | Research: Light Plasma Rifle 20 Engineers |
§125 15 Elerium 20 Alloys Classic/Impossible (EW DLC): §180 30 Elerium, 30 Alloys |
Immediate |
Plasma Rifle |
This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon. | Research: Plasma Rifle 20 Engineers |
§200 20 Elerium 30 Alloys Classic/Impossible (EW DLC): §300 40 Elerium, 50 Alloys |
Immediate |
Plasma Sniper Rifle |
By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets. | Research: Plasma Sniper Rifle 25 Engineers |
§250 25 Elerium 30 Alloys Classic/Impossible (EW DLC): §375 60 Elerium, 50 Alloys |
Immediate |
Heavy Plasma |
The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously. | Research: Heavy Plasma 25 Engineers |
§250 30 Elerium 30 Alloys Classic/Impossible (EW DLC): §375 60 Elerium, 50 Alloys |
Immediate |
Alloy Cannon |
By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances. | Research: Alloy Cannon 25 Engineers |
§250 20 Elerium 50 Alloys Classic/Impossible (EW DLC): §300 40 Elerium, 75 Alloys |
Immediate |
Blaster Launcher |
By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core. | Research: Guided Fusion Launcher 35 Engineers |
§275 65 Elerium 50 Alloys 1 Fusion Core 2 UFO Flight Computer Classic/Impossible (EW DLC): §400 120 Elerium, 75 Alloys |
Immediate |
Skeleton Key |
This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what's inside. | Research: Outsider Shard 15 Engineers |
§25 10 Elerium 10 Alloys Easy Difficulty: 5 Alloys and 5 Elerium |
Immediate |
Mind Shield |
Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks. | Research: Ethereal Autopsy 35 Engineers |
§150 30 Elerium 10 Alloys 1 Ethereal Corpse |
Immediate |
Build Armor
Item | Description | Prerequisite | Cost | Build time |
---|---|---|---|---|
Carapace Armor |
Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor. | Research: Carapace Armor 10 Engineers |
§25 15 Alloys |
Immediate |
Skeleton Suit |
The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field. | Research: Skeleton Suit 15 Engineers |
§30 10 Alloys |
Immediate |
Titan Armor |
This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins. | Research: Titan Armor 25 Engineers |
§150 10 Elerium 35 Alloys |
Immediate |
Ghost Armor |
By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover. | Research: Ghost Armor 40 Engineers |
§250 50 Elerium 40 Alloys |
Immediate |
Archangel Armor |
The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities. | Research: Archangel Armor 35 Engineers |
§200 35 Elerium 50 Alloys |
Immediate |
Psi Armor |
Our most powerful armored suit, this equipment serves to amplify the wearer's psionic abilities through a system modeled after the alien's own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities. | Research: Psi Armor 30 Engineers |
§400 40 Elerium 20 Alloys |
Immediate |
Vehicles
Item | Description | Prerequisite | Cost | Build time |
---|---|---|---|---|
Firestorm |
The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs. | Research: New Fighter Craft 20 Engineers |
§200 20 Elerium 40 Alloys 1 UFO Power Source 2 UFO Flight Computer |
14 days |
Satellite |
An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight. | 5 Engineers | §100 | 20 days |
SHIV |
The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs. | Foundry: Heavy Weapons Platform 5 Engineers 1 Barracks Capacity |
§100 | 7 days |
Alloy SHIV |
Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field. | Foundry: Heavy Weapons Platform 10 Engineers 1 Barracks Capacity |
§150 40 Alloys |
7 days |
Hover SHIV |
"Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain. | Research: New Fighter Craft Foundry: Heavy Weapons Platform 20 Engineers 1 Barracks Capacity |
§200 40 Elerium 60 Alloys |
7 days |
Fusion Lance |
The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM. It should be capable of taking down any UFO engaged by the Firestorm. | Research: Fusion Lance 35 Engineers |
§150 20 Elerium 30 Alloys |
Immediate |
EMP Cannon |
The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components. | Research: EMP Cannon 30 Engineers |
§200 20 Elerium 30 Alloys |
Immediate |
Plasma Cannon |
The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range. | Research: Plasma Cannon 20 Engineers |
§100 20 Elerium 20 Alloys |
Immediate |
Laser Cannon |
These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets. | Research: Heavy Lasers 10 Engineers |
§35 25 Alloys |
Immediate |
Phoenix Cannon |
The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. | Research: Experimental Warfare 5 Engineers |
§35 | Immediate |
Defense Matrix (Dodge) |
Activate this module during interception to provide an immediate, temporary boost to our unit's evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions. | Research: Floater Autopsy 10 Engineers |
§50 3 Floater Corpse |
Immediate |
UFO Tracking (Boost) |
Activate this module during interception to provide an immediate, temporary boost to our unit's pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites' computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs. | Research: Cyberdisc Autopsy 10 Engineers |
§20 2 Cyberdisc Wreck |
Immediate |
Uplink Targeting (Aim) |
Activate this module during interception to provide an immediate, temporary boost to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. | Research: Sectoid Autopsy 5 Engineers |
§10 3 Sectoid Corpse |
Immediate |
Enemy Within DLC
Item | Description | Prerequisite | Cost | Build time |
---|---|---|---|---|
Needle Grenade |
A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected. | Research: Chryssalid Autopsy 7 Engineers |
§40 5 Alloys 2 Chryssalid Corpses |
Immediate |
Flashbang Grenade |
Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune. | Research: Experimental Warfare 5 Engineers |
§35 | Immediate |
Gas Grenade |
Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form. | Research: Thin Man Autopsy 7 Engineers |
§35 2 Thin Man Corpses |
Immediate |
Ghost Grenade |
This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them. | Research: Seeker Autopsy 10 Engineers |
§200 25 Elerium 4 Seeker Wrecks |
Immediate |
Mimic Beacon |
This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area. | Research: Sectoid Commander Autopsy 5 Engineers |
§50 | Immediate |
Reaper Rounds |
Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though. | Research: Experimental Warfare 6 Engineers |
§30 | Immediate |
Respirator Implant |
We can fabricate a module that will automatically detect chemical and physical threats to a soldier's oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM's armor designs. | Research: Seeker Autopsy 5 Engineers |
§35 | Immediate |
Railgun |
This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source. | Research: Heavy Lasers 10 Engineers |
§70 30 Alloys |
Immediate |
Particle Cannon |
Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems. | Research: Heavy Plasma 40 Engineers |
§325 40 Alloys 40 Elerium |
Immediate |
MEC-1 Warden |
The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use | Research: Meld Recombination 5 Engineers |
§25 40 Meld |
Immediate |
MEC-2 Sentinel |
The MEC-2 is capable of deploying a wider variety of weapons and devices than its predecessor | Research: UFO Power Source 10 Engineers |
§§32 60 Meld |
Immediate |
MEC-3 Paladin |
The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun | Research: Titan Armor 25 Engineers |
§106 100 Meld |
Immediate |
Build Facilities
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities. After researching Advanced Construction in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.
Facility | Description | Prerequisite | Cost | Monthly cost | Notes/Bonus | Build time |
---|---|---|---|---|---|---|
Access Lift |
Access Lifts enable XCOM's subterranean base to expand deeper into the earth. | None | §50 2 Power |
§10 | Required to access a lower level. | 5 days |
Officer Training School |
Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers. | Sergeant ranked soldier in Classic/Impossible difficulty levels | §125 3 Power |
§25 | None | 8 days |
Satellite Uplink |
With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another. | 5 Engineers After 2nd Uplink/Nexus, +10 for next Satellite Uplink, +15 for next Satellite Nexus |
§150 (§100 EW DLC) 5 Power |
§15 | +1 Satellite capacity for every adjacent Uplink or Nexus | 14 days |
Satellite Nexus |
With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another. | Research: Alien Nav Computer 5 Engineers After 2nd Uplink/Nexus, +10 for each Satellite Uplink, +15 for each Satellite Nexus |
§300 (§250 EW DLC) 8 Power 25x Alloys 2x UFO Flight Computer |
§26 | +1 Satellite capacity for every adjacent Uplink or Nexus | 21 days |
Laboratory |
Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory. | 6 Scientists (2nd Lab requires 10, each next requires 5 more) |
§125 3 Power |
§24 | +10% increase to research speed for every adjacent laboratory | 10 days |
Workshop |
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7/10% refund on resources used when building vehicles, Foundry projects and facilities. | 5 Engineers (2nd Workshop requires 15, each next requires 10 more) |
§130 3 Power |
§26 | Each gives 5 additional engineers. 7% rebate on §, Alloys and Elerium (10% on the EW DLC). |
10 days |
The Foundry |
Develop new combat items or improve current items in the Foundry. | Research: Experimental Warfare | §75 3 Power |
§20 | 10% adjacency bonus on the EW DLC if next to Workshops/Cybernectics Lab | 10 days |
Alien Containment |
This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. | Research: Xeno-Biology | §85 5 Power |
§18 | Required to interrogate aliens. | 7 days |
Power Generator |
Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility. | None | §60 | §11 | +2 power for every adjacent power facility. | 5 days |
Thermo Power Generator |
Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility. | Steam Vent | §200 | §23 | +2 power for every adjacent power facility. | 8 days |
Elerium Generator |
Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility. | Research: UFO Power Source | §275 40 Alloys 30 Elerium 2 UFO Power Source |
§29 | +2 power for every adjacent power facility. | 14 days |
Psionic Lab |
This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength. | Research: Sectoid Commander Autopsy/Interrogate Sectoid Commander | §200 3 Power 20 Elerium 20 Alloys |
§30 | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. | 14 days |
Hyperwave Relay |
Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications. | Research: Hyperwave Communication | §175 4 Power 10 Alloys 1 Hyperwave Beacon |
§30 | Reveals information on the type and number of aliens present in all detected UFOs. | 14 days |
Gollop Chamber |
Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net. Cannot remove this facility. |
Research: Ethereal Device | §200 5 Power 1 Psi Link |
§100 | Required to advance in the game's Storyline. | 14 days |
Genetics Lab |
This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits. | Research: Meld Recombination | §50 3 Power |
§20 | EW DLC facility Contains 3 slots where Gene Mods can be implanted on soldiers. 10% adjacency bonus on the EW DLC with Labs. |
10 days |
Cybernetics Lab |
Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits. | Research: Meld Recombination | §50 3 Power |
§20 | EW DLC facility Contains 3 slots to augment soldiers into MEC Troopers, also allows to build/repair MEC Suits. 10% adjacency bonus on the EW DLC with Workshops/Foundry. |
10 days |
See Also
XCOM: Enemy Unknown (2012): Base Facilities | |||||||||||
Headquarters: | Mission Control • Hangar • Engineering • Research • Barracks • Situation Room | ||||||||||
Additions: |
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Strategic: | Building Optimization |