Difference between revisions of "Engineering (EU2012)"

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(Corrected the formula for the discount when having more engineers than necessary. A bracket was misplaced when converted from the old revision here - http://www.ufopaedia.org/index.php?title=Engineering_%28EU2012%29&diff=54912&oldid=53558)
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[[File:XCOM_2012_Engineers_versus_Savings.jpg|thumb|right|300px|Engineers available versus cost savings]]
 
[[File:XCOM_2012_Engineers_versus_Savings.jpg|thumb|right|300px|Engineers available versus cost savings]]
  
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). The formula is:
+
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). Rounding down, the formula is:
[[File:XCOM 2012 Engineers versus Savings formula.jpg|none]]
+
 
 +
[[File:XCOM 2012 Engineers versus Savings formula corrected.png|none]]
  
 
*When the current number of engineers equals the minimum needed, the term in parentheses becomes "2", cancelling the 1/2.
 
*When the current number of engineers equals the minimum needed, the term in parentheses becomes "2", cancelling the 1/2.

Revision as of 02:02, 12 March 2014

Dr. Shen, XCOM's head of Engineering
Main Engineering

In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.

Dr. Shen

Dr. Shen is the Chief Engineer at the XCOM base. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat missions.

Resources

Three types of resources are needed for manufacturing in XCOM:

Engineers available versus cost savings

If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). Rounding down, the formula is:

XCOM 2012 Engineers versus Savings formula corrected.png
  • When the current number of engineers equals the minimum needed, the term in parentheses becomes "2", cancelling the 1/2.
    • At twice the number of engineers, it costs 75%. So with 10 engineers, a satellite (Base Cost §100) costs §75.
    • At five times the number of engineers, it costs 60%. With 25 engineers, the satellite costs §60.
    • At twenty times the number of engineers, it costs 52.38%. With 100 engineers, a satellite costs §52 (cost is rounded down).
    • The inflection point is at three times the number of engineers. It can be considered a milestone for where the discount has slowed.

Other resource costs (corpses, etc.) are not discounted.

  • The North American continent bonus gives another 50% discount to aircraft and aircraft weapons.
  • The Asian continent bonus gives another 50% discount to SHIVs.

Workshops and Bonuses

For information on the structure, see Workshop.

  • 2 Workshops adjacent to one another will give a 7% discount on building items.
  • For a 3*3 square with 9 workshops, you will get 12*7% = 84% discount on building stuff.
  • 14 adjacent workshops is nearly the maximum with 98% [1].
  • To win the war on XCOM's ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite Uplinks/Nexus and satellites, which in turn gets you more credits per month.

The Foundry

The Foundry is one of two places you can research equipment upgrades.

Foundry Projects

Build/Buy Items

Build Items

Item Description Prerequisite Cost Build time
MEDIKIT (EU2012).png
Medikit
Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants. 5 Engineers §25 Immediate
NANOFIBER VEST (EU2012).png
Nano-Fiber Vest
Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer. Research: Alien Materials
5 Engineers
§20 Immediate
S.C.O.P.E. (EU2012).png
S.C.O.P.E.
When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim. 5 Engineers Research:Weapon Fragments
§20
Immediate
Arc Thrower (EU2012).png
Arc Thrower
The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies. Research: Arc Thrower
5 Engineers
§35
§10 on Easy difficulty
Immediate
LASER PISTOL (EU2012).png
Laser Pistol
The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field. Research: Beam Weapons
10 Engineers
§10
10 Alloys
Immediate
LASER RIFLE (EU2012).png
Laser Rifle
The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle. Research: Beam Weapons
12 Engineers
§25
5 Alloys
Immediate
LASER SNIPER RIFLE (EU2012).png
Laser Sniper Rifle
The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range. Research: Precision Lasers
12 Engineers
§35
25 Alloys
Immediate
SCATTER LASER (EU2012).png
Scatter Laser
The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases. Research: Precision Lasers
12 Engineers
§30
25 Alloys
Immediate
HEAVY LASER (EU2012).png
Heavy Laser
The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage. Research: Heavy Lasers
12 Engineers
§30
25 Alloys
Immediate
CHITIN PLATING (EU2012).png
Chitin Plating
Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained. Research: Chryssalid Autopsy
15 Engineers
§85
15 Alloys
4 Chryssalid Corpse
Immediate
COMBAT STIMS (EU2012).png
Combat Stims
This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics. Research: Berserker Autopsy
15 Engineers
§50
5 Alloys
1 Berserker Corpse
Immediate
PLASMA PISTOL (EU2012).png
Plasma Pistol
By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm. Research: Plasma Pistol
20 Engineers
§100
10 Elerium
20 Alloys
Immediate
LIGHT PLASMA RIFLE (EU2012).png
Light Plasma Rifle
This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon. Research: Light Plasma Rifle
20 Engineers
§125
15 Elerium
20 Alloys
Classic/Impossible (EW DLC): §180
30 Elerium, 30 Alloys
Immediate
PLASMA RIFLE (EU2012).png
Plasma Rifle
This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon. Research: Plasma Rifle
20 Engineers
§200
20 Elerium
30 Alloys
Classic/Impossible (EW DLC): §300
40 Elerium, 50 Alloys
Immediate
PLASMA SNIPER RIFLE (EU2012).png
Plasma Sniper Rifle
By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets. Research: Plasma Sniper Rifle
25 Engineers
§250
25 Elerium
30 Alloys
Classic/Impossible (EW DLC): §375
60 Elerium, 50 Alloys
Immediate
HEAVY PLASMA (EU2012).png
Heavy Plasma
The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously. Research: Heavy Plasma
25 Engineers
§250
30 Elerium
30 Alloys
Classic/Impossible (EW DLC): §375
60 Elerium, 50 Alloys
Immediate
ALLOY CANNON (EU2012).png
Alloy Cannon
By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances. Research: Alloy Cannon
25 Engineers
§250
20 Elerium
50 Alloys
Classic/Impossible (EW DLC): §300
40 Elerium, 75 Alloys
Immediate
BLASTER LAUNCHER (EU2012).png
Blaster Launcher
By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core. Research: Guided Fusion Launcher
35 Engineers
§275
65 Elerium
50 Alloys
1 Fusion Core
2 UFO Flight Computer
Classic/Impossible (EW DLC): §400
120 Elerium, 75 Alloys
Immediate
Skeleton Key (EU2012).png
Skeleton Key
This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what's inside. Research: Outsider Shard
10 Engineers
§25
10 Elerium
10 Alloys
Immediate
MIND SHIELD (EU2012).png
Mind Shield
Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks. Research: Ethereal Autopsy
35 Engineers
§150
30 Elerium
10 Alloys
1 Ethereal Corpse
Immediate

Build Armor

Item Description Prerequisite Cost Build time
CARAPACE ARMOR (EU2012).png
Carapace Armor
Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor. Research: Carapace Armor
10 Engineers
§25
15 Alloys
Immediate
SKELETON SUIT (EU2012).png
Skeleton Suit
The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field. Research: Skeleton Suit
15 Engineers
§30
10 Alloys
Immediate
TITAN ARMOR (EU2012).png
Titan Armor
This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins. Research: Titan Armor
25 Engineers
§150
10 Elerium
35 Alloys
Immediate
GHOST ARMOR (EU2012).png
Ghost Armor
By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover. Research: Ghost Armor
40 Engineers
§250
50 Elerium
40 Alloys
Immediate
ARCHANGEL ARMOR (EU2012).png
Archangel Armor
The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities. Research: Archangel Armor
35 Engineers
§200
35 Elerium
50 Alloys
Immediate
PSI ARMOR (EU2012).png
Psi Armor
Our most powerful armored suit, this equipment serves to amplify the wearer's psionic abilities through a system modeled after the alien's own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities. Research: Psi Armor
30 Engineers
§400
40 Elerium
20 Alloys
Immediate

Vehicles

Item Description Prerequisite Cost Build time
Firestorm (EU2012).png
Firestorm
The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs. Research: New Fighter Craft
20 Engineers
§200
20 Elerium
40 Alloys
1 UFO Power Source
2 UFO Flight Computer
14 days
Satellite (EU2012).png
Satellite
An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight. 5 Engineers §100 20 days
S.H.I.V. (EU2012).png
SHIV
The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs. Foundry: Heavy Weapons Platform
5 Engineers
1 Barracks Capacity
§100 7 days
Alloy S.H.I.V. (EU2012).png
Alloy SHIV
Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field. Foundry: Heavy Weapons Platform
10 Engineers
1 Barracks Capacity
§150
40 Alloys
7 days
Hover S.H.I.V. (EU2012).png
Hover SHIV
"Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain. Research: New Fighter Craft
Foundry: Heavy Weapons Platform
20 Engineers
1 Barracks Capacity
§200
40 Elerium
60 Alloys
7 days
Fusion Lance (EU2012).png
Fusion Lance
The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM. It should be capable of taking down any UFO engaged by the Firestorm. Research: Fusion Lance
35 Engineers
§150
20 Elerium
30 Alloys
Immediate
EMP Cannon (EU2012).png
EMP Cannon
The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components. Research: EMP Cannon
30 Engineers
§200
20 Elerium
30 Alloys
Immediate
Plasma Cannon (EU2012).png
Plasma Cannon
The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range. Research: Plasma Cannon
20 Engineers
§100
20 Elerium
20 Alloys
Immediate
LASER CANNON (EU2012).png
Laser Cannon
These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets. Research: Heavy Lasers
10 Engineers
§35
25 Alloys
Immediate
PHOENIX CANNON (EU2012).png
Phoenix Cannon
The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. Research: Experimental Warfare
5 Engineers
§35 Immediate
DEFENSE MATRIX (EU2012).png
Defense Matrix (Dodge)
Activate this module during interception to provide an immediate, temporary boost to our unit's evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions. Research: Floater Autopsy
10 Engineers
§50
3 Floater Corpse
Immediate
UFO TRACKING (EU2012).png
UFO Tracking (Boost)
Activate this module during interception to provide an immediate, temporary boost to our unit's pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites' computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs. Research: Cyberdisc Autopsy
10 Engineers
§20
2 Cyberdisc Wreck
Immediate
UPLINK TARGETING (EU2012).png
Uplink Targeting (Aim)
Activate this module during interception to provide an immediate, temporary boost to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. Research: Sectoid Autopsy
5 Engineers
§10
3 Sectoid Corpse
Immediate

Enemy Within DLC

Item Description Prerequisite Cost Build time
Needle Grenade (EU2012).png
Needle Grenade
A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected. Research: Chryssalid Autopsy
7 Engineers
§40
5 Alloys
2 Chryssalid Corpses
Immediate
Flashbang Grenade (EU2012).png
Flashbang Grenade
Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune. Research: Experimental Warfare
5 Engineers
§35 Immediate
Gas Grenade (EU2012).png
Gas Grenade
Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form. Research: Thin Man Autopsy
7 Engineers
§35
2 Thin Man Corpses
Immediate
Ghost Grenade (EU2012).png
Ghost Grenade
This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them. Research: Seeker Autopsy
10 Engineers
§200
25 Elerium
4 Seeker Wrecks
Immediate
Mimic Beacon (EU2012).png
Mimic Beacon
This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area. Research: Sectoid Commander Autopsy
5 Engineers
§50 Immediate
Reaper Rounds (EU2012).png
Reaper Rounds
Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though. Research: Experimental Warfare
6 Engineers
§30 Immediate
Respirator Implant (EU2012).png
Respirator Implant
We can fabricate a module that will automatically detect chemical and physical threats to a soldier's oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM's armor designs. Research: Seeker Autopsy
5 Engineers
§35 Immediate
Railgun (EU2012).png
Railgun
This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source. Research: Heavy Lasers
10 Engineers
§70
30 Alloys
Immediate
Particle Cannon (EU2012).png
Particle Cannon
Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems. Research: Heavy Plasma
40 Engineers
§325
40 Alloys
40 Elerium
Immediate
MEC-1 (EU2012).png
MEC-1 Warden
The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use Research: Meld Recombination
5 Engineers
§25
40 Meld
Immediate
MEC-2 (EU2012).png
MEC-2 Sentinel
The MEC-2 is capable of deploying a wider variety of weapons and devices than its predecessor Research: UFO Power Source
10 Engineers
§§32
60 Meld
Immediate
MEC-3 (EU2012).png
MEC-3 Paladin
The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun Research: Titan Armor
25 Engineers
§106
100 Meld
Immediate

Build Facilities

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%. Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.

Facilities
Facility Description Prerequisite Cost Monthly cost Notes/Bonus Build time
Access Lift Engineering (EU2012).png
Access Lift
Access Lifts enable XCOM's subterranean base to expand deeper into the earth. None §50
2 Power
§10 Required to access a lower level. 5 days
Satellite Uplink Engineering (EU2012).png
Satellite Uplink
With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another. 5 Engineers
After 2nd Uplink/Nexus, +10 for next Satellite Uplink, +15 for next Satellite Nexus
§150
(§100 EW DLC)
5 Power
§15 +1 Satellite capacity for every adjacent Uplink or Nexus 14 days
Satellite Nexus Engineering (EU2012).png
Satellite Nexus
With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another. Research: Alien Nav Computer
5 Engineers
After 2nd Uplink/Nexus, +10 for each Satellite Uplink, +15 for each Satellite Nexus
§300
(§250 EW DLC)
8 Power
25x Alloys
2x UFO Flight Computer
§26 +1 Satellite capacity for every adjacent Uplink or Nexus 21 days
Laboratory Engineering (EU2012).png
Laboratory
Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory. 6 Scientists
(2nd Lab requires 10, each next requires 5 more)
§125
3 Power
§24 +10% increase to research speed for every adjacent laboratory 10 days
Workshop Engineering (EU2012).png
Workshop
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7/10% refund on resources used when building vehicles, Foundry projects and facilities. 5 Engineers
(2nd Workshop requires 15, each next requires 10 more)
§130
3 Power
§26 Each gives 5 additional engineers.
7% rebate on §, Alloys and Elerium (10% on the EW DLC).
10 days
Foundry Engineering (EU2012).png
The Foundry
Develop new combat items or improve current items in the Foundry. Research: Experimental Warfare §75
3 Power
§20 10% adjacency bonus on the EW DLC if next to Workshops/Foundry 10 days
Alien Containment Engineering (EU2012).png
Alien Containment
This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. Research: Xeno-Biology §85
5 Power
§18 Required to interrogate aliens. 7 days
Power Generator Engineering (EU2012).png
Power Generator
Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility. None §60 §11 +2 power for every adjacent power facility. 5 days
Thermo Power Generator Engineering (EU2012).png
Thermo Power Generator
Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility. Steam Vent §200 §23 +2 power for every adjacent power facility. 8 days
Elerium Generator Engineering (EU2012).png
Elerium Generator
Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility. Research: UFO Power Source §275
40 Alloys
30 Elerium
2 UFO Power Source
§29 +2 power for every adjacent power facility. 14 days
Psionic Lab Engineering (EU2012).png
Psionic Lab
This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength. Research: Sectoid Commander Autopsy/Interrogate Sectoid Commander §200
3 Power
20 Elerium
20 Alloys
§30 Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. 14 days
Hyperwave Relay Engineering (EU2012).png
Hyperwave Relay
Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications. Research: Hyperwave Communication §175
4 Power
10 Alloys
1 Hyperwave Beacon
§30 Reveals information on the type and number of aliens present in all detected UFOs. 14 days
Gollop Chamber Engineering (EU2012).png
Gollop Chamber
Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net.
Cannot remove this facility.
Research: Ethereal Device §200
5 Power
1 Psi Link
§100 Required to advance in the game's Storyline. 14 days
Genetics Lab Engineering (EU2012).png
Genetics Lab
This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits. Research: Meld Recombination §50
3 Power
§20 EW DLC facility
Contains 3 slots where Gene Mods can be implanted on soldiers.
10% adjacency bonus on the EW DLC with Workshops/Foundry
10 days
Cybernetics Lab Engineering (EU2012).png
Cybernetics Lab
Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits. Research: Meld Recombination §50
3 Power
§20 EW DLC facility
Contains 3 slots to augment soldiers into MEC Troopers, also allows to build/repair MEC Suits.
10% adjacency bonus on the EW DLC with Labs.
10 days

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization