Base Facilities (EU2012)

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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, manpower)
  • Maintenance (§ per month)

Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.

After researching Advanced Construction in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%.

UFO Detection

Satellite Uplink

  • Required to build: 5 Power, §150, 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)
  • Time to build: 14 days
  • Maintenance: §15/month
  • Adjacency bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.
  • Role: With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.

Satellite Nexus

  • Required research: Alien Nav Computer
  • Required to build: 8 Power, §300, 25x Alloys, 2x UFO Flight Computer, 5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)
  • Time to build: 21 days
  • Maintenance: §26
  • Adjacency bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.
  • Role: With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.

Hyperwave Relay

  • Required research: Hyperwave Communication
  • Required to build: 4 Power, §175, 10x Alloys, 1x Hyperwave Beacon
  • Time to build: 14 days
  • Maintenance: §30/month
  • Adjacency bonus: none, unique facility
  • Role: Provides extra information about UFOs, such as number of crew, species and their objective. Cannot remove this facility.

Research

Laboratory

  • Required to build: 3 Power, §125, 6 Scientists (second Laboratory requires 10 scientists, each next requires 5 more than previous)
  • Time to build: 10 days
  • Maintenance: §24/month
  • Adjacency Bonus: +10% increase to research speed for each adjacent laboratory
  • Role: Each Laboratory increases research speed by 20%

Alien Containment

  • Required research: Xeno-Biology
  • Required to build: 5 Power, §85
  • Time to build: 7 days
  • Maintenance: §18/month
  • Adjacency bonus: none, unique facility
  • Role: Allows capture of live aliens and alien interrogation.

Engineering

Workshop

  • Required to build: 3 Power, §130, 6 Engineers (second Workshop requires 15 Engineers, each next requires 10 more than previous)
  • Time to build: 10 days
  • Maintenance: §26/month
  • Adjacency bonus: +7% refund on resources used when building vehicles, foundry projects and facilities
  • Role: Each provides 5 engineers once complete

Foundry

  • Required research: Experimental Warfare
  • Required to build: 3 power, §75
  • Time to build: 10 days
  • Maintenance: §20/month
  • Adjacency Bonus: none, unique facility
  • Role: Develop new combat items or improve current items in the Foundry

Access Lift

  • Required to build: 2 Power, §50
  • Time to build: 5 days
  • Maintenance: §10/month
  • Role: Allows construction on lower levels

Power Generator

  • Required to build: §60
  • Time to build: 5 days
  • Maintenance: §11/month
  • Adjacency bonus: +2 power for every adjacent power facility
  • Role: Power generators supply the power needed to run new facilities. Each generator supplies +6 power.

Thermo Power Generator

  • Required to build: §200
  • Time to build: 8 days
  • Maintenance: §23/month
  • Adjacency bonus: +2 power for every adjacent power facility
  • Role: Thermal Generators supply +20 power, but must be built over steam vents

Soldiers

Officer Training School

  • Required to build: 3 Power, §125, one soldier with Sergeant rank (already built on easy and normal difficulty)
  • Time to build: 8 days
  • Maintenance: §25/month
  • Adjacency bonus: none, unique facility
  • Role: Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining

Psionic Lab

  • 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 facility
  • Role: Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.

Gollop Chamber

  • Required research: Ethereal Device
  • Required to build: 5 Power, §200, 10x Elerium, 10x Alloys, 1x Ethereal Device
  • Time to build: 14 days
  • Maintenance: §100/month
  • Adjacency bonus: none, unique facility
  • Role: Gives a psionic storm skill to one of the psionic soldiers with high will. Can be used only once and triggers final mission. Cannot remove this facility.

See Also