Base Facilities (EU2012)
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.
- Contains the Geoscape where you can advance game time forward, choose conflicting missions, view global satellite coverage, and watch aircraft on their way to a target.
- 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.
- Recover soldiers injured in battle.
- Manage research projects to obtain advanced technology using your scientists.
- Build craft, weapons, armor and other equipment.
- 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: 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
- 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.