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) by your [[Engineering (EU2012)|engineers]] 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).
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#REDIRECT [[Engineering_(EU2012)#Build_Facilities]]
 
 
==Starting Facilities/Core Areas==
 
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]
 
[[Mission Control (EU2012)|Mission Control]]
 
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global [[Satellite (EU2012)| Satellite]] coverage, and watch [[Craft EU2012|aircraft]] on their way to a mission.
 
 
 
[[Hangar (EU2012)|Hangar]]
 
* Houses the base's [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptors (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth's continents.
 
 
 
[[Barracks (EU2012)|Barracks]]
 
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] & Psi Lab, and visit the Memorial to fallen troopers.
 
* Capacity: 99 soldiers.
 
 
 
[[Science Lab (EU2012)|Science Lab]]
 
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].
 
 
 
[[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 additional facilities, excavate lower levels and build and [[Access Lift (EU2012)|Access Lifts]].
 
 
 
[[Situation Room (EU2012)|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 (EU2012)|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.
 
 
 
[[Armory (EU2012)|Armory]]
 
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]].
 
 
 
[[Infirmary (EU2012)|Infirmary]]
 
* Recover soldiers injured in battle.
 
 
 
==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)
 
 
 
===UFO Detection===
 
[[Satellite Uplink (EU2012)|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: One additional satellite for each two adjacent Uplink and/or Nexus facilities.
 
 
 
[[Satellite Nexus (EU2012)|Satellite Nexus]]
 
* Required to build: UNKNOWN, Required Research: UNKNOWN
 
* Time to Build: UNKNOWN
 
* Maintenance: UNKNOWN
 
* With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.
 
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.
 
 
 
===Research===
 
[[Laboratory (EU2012)|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.
 
 
 
[[Alien Containment (EU2012)|Alien Containment]]
 
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&v=Vyj0BDEXKPc#t=106s 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.
 
 
 
===Engineering===
 
[[Workshop (EU2012)|Workshop]]
 
* Required to build: 3 Power, 6 Engineers, §130
 
* Time to Build: UNKNOWN
 
* Maintenance: §26/month
 
* Adjacency Bonus: +7% refund on resources used when building vehicles, foundry projects and facilities.
 
 
 
[[Foundry (EU2012)|Foundry]]
 
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&v=Vyj0BDEXKPc#t=136s 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''
 
 
 
[[Access Lift (EU2012)|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.
 
 
 
[[Power Generator (EU2012)|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 (EU2012)|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.
 
 
 
===Soldiers===
 
[[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.
 
 
 
==See Also==
 
* [[XCOM Headquarters (EU2012)|Headquarters]]
 
* [[Base Management (EU2012)|Base Management]]
 
 
 
[[Category: Enemy Unknown (2012)]]
 

Latest revision as of 20:41, 20 February 2014