Difference between revisions of "Base Facilities (EU2012)"

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[[Access Lift (EU2012)|Access Lift]]
 
[[Access Lift (EU2012)|Access Lift]]
* Required to build: 2 Power, $50
+
* Required to build: 2 Power, §50
 
* Time to Build: ETA 5 days  
 
* Time to Build: ETA 5 days  
* Maintenance: $10/month
+
* Maintenance: §10/month
 
* Must be built to allow construction on lower levels.
 
* Must be built to allow construction on lower levels.
 
 
 
[[Satellite Uplink (EU2012)|Satellite Uplink]]
 
[[Satellite Uplink (EU2012)|Satellite Uplink]]
* Required to build: 5 Power, 10 Engineers $150
+
* Required to build: 5 Power, 10 Engineers §150
 
* Time to Build: UNKNOWN
 
* Time to Build: UNKNOWN
* Maintainance: UNKNOWN
+
* Maintainance: §15/month
* With the signal monitored by a team of engineers, each Satellite uplink is capable of receiving transmissions from 2 XCOM satellites
+
* ''With the signal monitored by a team of engineers, each Satellite uplink is capable of receiving transmissions from 2 XCOM satellites.''
 
* Adjacency Bonus: UNKNOWN
 
* Adjacency Bonus: UNKNOWN
  
 
[[Power Generator (EU2012)|Power Generator]]
 
[[Power Generator (EU2012)|Power Generator]]
* Required to build: $60
+
* Required to build: §60
 
* Time to Build: UNKNOWN
 
* Time to Build: UNKNOWN
 
* Maintainance: UNKNOWN
 
* Maintainance: UNKNOWN
* Power generators supply the power needed to run new facilities.  Each generator supplies +6 power.
+
* ''Power generators supply the power needed to run new facilities.  Each generator supplies +6 power.''
 
* Adjacency Bonus: +2 power for every adjacent power facility.
 
* Adjacency Bonus: +2 power for every adjacent power facility.
  
 
[[Thermo Generator (EU2012)|Thermo Generator]]
 
[[Thermo Generator (EU2012)|Thermo Generator]]
* Required to build: $200
+
* Required to build: §200
 
* Time to Build: UNKNOWN
 
* Time to Build: UNKNOWN
 
* Maintainance: UNKNOWN
 
* Maintainance: UNKNOWN
* Thermal Generators supply +20 power, but must be built over steam vents.
+
* ''Thermal Generators supply +20 power, but must be built over steam vents.''
 
* Adjacency Bonus: +2 power for every adjacent power facility.
 
* Adjacency Bonus: +2 power for every adjacent power facility.
  
 
[[Laboratory (EU2012)|Laboratory]]
 
[[Laboratory (EU2012)|Laboratory]]
* Required to build: 3 Power, 6 Scientists, $125
+
* Required to build: 3 Power, 6 Scientists, §125
 
* Time to Build: ETA 10 days
 
* Time to Build: ETA 10 days
* Maintenance: $24/month
+
* Maintenance: §24/month
* Each Laboratory increases research speed by 20%
+
* ''Each Laboratory increases research speed by 20%''
 
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.
 
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.
  
 
[[Workshop (EU2012)|Workshop]]
 
[[Workshop (EU2012)|Workshop]]
* Required to build: UNKNOWN, Required Research: ?Advanced Warfare
+
* Required to build: UNKNOWN, Required Research: Experimental Warfare
 
* Time to Build: UNKNOWN
 
* Time to Build: UNKNOWN
 
* Maintenance: UNKNOWN
 
* Maintenance: UNKNOWN
Line 52: Line 52:
 
* Time to Build: UNKNOWN
 
* Time to Build: UNKNOWN
 
* Maintenance: UNKNOWN
 
* Maintenance: UNKNOWN
 +
* Adjacency Bonus: UNKNOWN, presumably none.
 
* Allows capture of live aliens and alien interrogation.
 
* Allows capture of live aliens and alien interrogation.
* Adjacency Bonus: UNKNOWN, presumably none.
 
  
 
[[The Foundry (EU2012)|The Foundry]]
 
[[The Foundry (EU2012)|The Foundry]]
  
 
[[Officer Training School (EU2012)|Officer Training School]]
 
[[Officer Training School (EU2012)|Officer Training School]]
 +
* Required to build: UNKNOWN, Required Research: UNKNOWN
 +
* Time to Build: UNKNOWN
 +
* Maintenance: §25/month
 +
* Adjacency Bonus: UNKNOWN, presumably none.
 +
* Allows training of advanced squad abilities and perks.  Must be researched for Classic and above difficulty.
  
 
===Starting Base Facilities===
 
===Starting Base Facilities===

Revision as of 16:15, 22 September 2012

The Headquarters in Enemy Unknown 2012 is composed by a number of facilities that can be enlarged as the game progresses.

Each facility has three basic stats:

  • Time to build (Days)
  • Cost (money, resources and manpower to build and maintenance cost)
  • Maintenance ($$$ per month)

List of Base Facilities

Access Lift

  • Required to build: 2 Power, §50
  • Time to Build: ETA 5 days
  • Maintenance: §10/month
  • Must be built to allow construction on lower levels.

Satellite Uplink

  • Required to build: 5 Power, 10 Engineers §150
  • Time to Build: UNKNOWN
  • Maintainance: §15/month
  • With the signal monitored by a team of engineers, each Satellite uplink is capable of receiving transmissions from 2 XCOM satellites.
  • Adjacency Bonus: UNKNOWN

Power Generator

  • Required to build: §60
  • Time to Build: UNKNOWN
  • Maintainance: UNKNOWN
  • Power generators supply the power needed to run new facilities. Each generator supplies +6 power.
  • Adjacency Bonus: +2 power for every adjacent power facility.

Thermo Generator

  • Required to build: §200
  • Time to Build: UNKNOWN
  • Maintainance: UNKNOWN
  • Thermal Generators supply +20 power, but must be built over steam vents.
  • Adjacency Bonus: +2 power for every adjacent power facility.

Laboratory

  • Required to build: 3 Power, 6 Scientists, §125
  • Time to Build: ETA 10 days
  • Maintenance: §24/month
  • Each Laboratory increases research speed by 20%
  • Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.

Workshop

  • Required to build: UNKNOWN, Required Research: Experimental Warfare
  • Time to Build: UNKNOWN
  • Maintenance: UNKNOWN
  • Adjacency Bonus: UNKNOWN

Alien Containment

  • Required to build: UNKNOWN, Required Research: Xeno-Biology
  • Time to Build: UNKNOWN
  • Maintenance: UNKNOWN
  • Adjacency Bonus: UNKNOWN, presumably none.
  • Allows capture of live aliens and alien interrogation.

The Foundry

Officer Training School

  • Required to build: UNKNOWN, Required Research: UNKNOWN
  • Time to Build: UNKNOWN
  • Maintenance: §25/month
  • Adjacency Bonus: UNKNOWN, presumably none.
  • Allows training of advanced squad abilities and perks. Must be researched for Classic and above difficulty.

Starting Base Facilities

Hangar

Barracks

Infirmary

Situation Room|