Base Facilities (EU2012)

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Revision as of 00:20, 14 October 2012 by Jarcionek (talk | contribs) (excacavation costs fixed)
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The Headquarters in EU is composed of a number of facilities and can be expanded (24 slots) by your 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 prior to building a facility. Excavations takes 5 days and costs §10, §20, §40 or §80 depending on the depth. Facilities may also be removed (§5).

Starting Facilities/Core Areas

XCOM Facilities Chart 2 (EU2012).png

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.

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.

Science Lab

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

Engineering

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.

Armory

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)

It is worth noting that most non-unique facilities will increase in cost as more of the same are built. This increase does not apply to the power requirement. It has not been verified if special material costs increase as well.

UFO Detection

Satellite Uplink

  • Required to build: 5 Power, §150 and the number of engineers depended on the number of already owned structures:
Already owned Satellite Uplinks Already owned Satellite Nexuses Engineers
1 0 10
2 0 20
3 0 30
3 1 50
4 1 55
  • Time to Build: 14 days
  • 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

  • Required Research: Alien Nav Computer
  • Required to build: 8 Power, §300, 25 Alloys, 2 UFO Flight Computer and the number of engineers depended on the number of already owned structures:
Already owned Satellite Uplinks Already owned Satellite Nexuses Engineers
3 0 35
3 1 50
4 0 45
4 1 60
  • Time to Build: 21 days
  • Maintenance: §26
  • 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

  • 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.
Number of Labs Required Scientists
1 6
2 10
3 15
4 20
5 25

Alien Containment

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

Engineering

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.
  • Each provides 5 engineers once complete
Number of Labs Required Scientists
1 6
2 ?
3 ?
4 ?
5 45
6 55

Foundry

  • Required to build: 3 power, §75, Required Research: Experimental Warfare
  • Time to Build: ETA 10 days
  • Maintenance: §20/month
  • Adjacency Bonus: None, UNIQUE
  • Develop new combat items or improve current items in the Foundry

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

  • Required to build: §60
  • Time to Build: 5 days
  • Maintenance: §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: 8 days
  • Maintenance: §23/month
  • 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

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

Psionic Labs

  • Required Research: Interrogate Sectoid Commander
  • Required to build: 3 Power, §200, 20x Elerium, 20x Alloys
  • Time to Build: 14 days
  • Maintenance: §30/month
  • Adjacency Bonus: None, UNIQUE

See Also