Base Facilities (EU2012)
Revision as of 23:07, 27 September 2012 by Robbx213 (talk | contribs) (→Acquirable Base Facilities)
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)
Starting Base Facilities
- 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, and a list of strategic Objectives to help you progress through the alien invasion.
- On this facility you can view your list of soldiers and their individual characteristics, and equip and edit their attributes. It is also where you can hire soldiers, access the Officer Training School and Psi Lab and visit the Memorial to fallen troopers.
- Capacity: 99 soldiers.
- Recover soldiers injured in battle.
- Management of research projects into advanced technology using your scientists and Research Labs.
- Build craft, weapons, armor and other equipment through the Workshop and the Foundry.
- Raise credits by selling advanced technology to Earth's nations.
Acquirable Base Facilities
- Required to build: 2 Power, §50
- Time to Build: ETA 5 days
- Maintenance: §10/month
- Must be built to allow construction on lower levels.
- 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 (presence of a bonus in the antfarm is confirmed)
- Required to build: UNKNOWN, Required Research: UNKNOWN
- Time to Build: UNKNOWN
- Maintenance: UNKNOWN
- Adjacency Bonus: UNKNOWN
- 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.
- 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.
- 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.
- Required to build: UNKNOWN, Required Research: Experimental Warfare
- Time to Build: UNKNOWN
- Maintenance: §26/month
- Adjacency Bonus: UNKNOWN
- 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.
- Required to build: UNKNOWN, Required Research: Experimental Warfare
- Time to Build: UNKNOWN
- Maintenance: §20/month
- Adjacency Bonus: UNKNOWN
Reference:
- 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.