Difference between revisions of "Base Facilities (EU2012)"

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The [[XCOM HQ (EU2012)|Headquarters]] in ''[[EU (2012)|EU]]'' is composed of a number of facilities and can be expanded (24 slots) as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).
 
The [[XCOM HQ (EU2012)|Headquarters]] in ''[[EU (2012)|EU]]'' is composed of a number of facilities and can be expanded (24 slots) as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).
  
===Starting Base Facilities===
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[[File:XCOM Facilities Chart (EU2012).png|600px|center]]
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===Starting/Core Facilities/Areas===
  
 
[[Mission Control (EU2012)|Mission Control]]
 
[[Mission Control (EU2012)|Mission Control]]
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[[Science Lab (EU2012)|Science Lab]]
 
[[Science Lab (EU2012)|Science Lab]]
* Manage research projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].
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* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].
  
 
[[Engineering (EU2012)|Engineering]]
 
[[Engineering (EU2012)|Engineering]]
 
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].
 
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].
  
[[Access Lift (EU2012)|Access Lift]]
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===Acquirable/Removable Base Facilities===
* Provides access to lower levels for base expansion.
 
 
 
===Acquirable Base Facilities===
 
 
Each facility has three basic stats:
 
Each facility has three basic stats:
 
* Time to build (Days)
 
* Time to build (Days)

Revision as of 15:13, 6 October 2012

The Headquarters in EU is composed of a number of facilities and can be expanded (24 slots) as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).

XCOM Facilities Chart (EU2012).png

Starting/Core Facilities/Areas

Mission Control

  • Contains the Geoscape where you can advance game time forward, choose missions to respond, view global Satellite coverage, and watch aircraft on their way to a mission.

Situation Room

  • Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the Gray Market, where it's possible to raise credits by selling advanced technology to Earth's nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.

Hangar

  • Houses the base's Skyranger troop transport and its Interceptors. Allows to equip, repairs and deploy Interceptors throughout Earth's continents.

Barracks

  • View your list of soldiers and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the Officer Training School & Psi Lab, and visit the Memorial to fallen troopers.
  • Capacity: 99 soldiers.

Armory

Infirmary

  • Recover soldiers injured in battle.

Science Lab

  • Manage Research projects to obtain advanced technology using your scientists. Receives bonuses from building Laboratories.

Engineering

Acquirable/Removable Base Facilities

Each facility has three basic stats:

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

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

Satellite Nexus

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

Power Generator

  • Required to build: §60
  • Time to Build: UNKNOWN
  • Maintainance: §11/month
  • 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: §26/month
  • Adjacency Bonus: UNKNOWN

Alien Containment

  • Required to build: 5 power, §85, Required Research: Xeno-Biology
  • Time to Build: UNKNOWN
  • Maintenance: §18/month
  • Adjacency Bonus: UNKNOWN, presumably none.
  • Allows capture of live aliens and alien interrogation.

Foundry

  • Required to build: 3 power, §75, Required Research: Experimental Warfare
  • Time to Build: ETA 10 days
  • Maintenance: §20/month
  • Adjacency Bonus: UNKNOWN
  • Develop new combat items or improve current items in 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.