Difference between revisions of "Facilities (LWOTC)"
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!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes | !Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes | ||
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− | | | + | |[[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] ||$150/35/35 ||14d ||-2/3/4 ||- ||$0 ||2 Rookie Training Stations. Upgrades are Officer Training Stations. |
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− | |Resistance Ring | + | |[[Resistance Ring (LWOTC)|Resistance Ring]] ||$80/100 ||12d ||-3/5 ||E 1/2 ||$0 ||Can start Covert Actions as soon as previous one finishes. More Covert Action choices. Each staffed engineer increases CA completion rate. |
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− | |Infirmary | + | |[[Infirmary (LWOTC)|Infirmary]] ||$150/80 ||14d ||-3/5 ||S 1 ||$0 ||Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). Can place soldiers to heal negative traits. Can upgrade to use the hypervital module, once per soldier per campaign instant recovery. |
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− | |Training Center | + | |[[Training Center (LWOTC)|Training Center]] ||$150 ||12d ||-3 ||- ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training. |
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− | |Laboratory | + | |Laboratory ||$150/60/60/60 ||14d ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output. |
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− | |Workshop | + | |Workshop ||$100/40 ||14d ||+1 ||E 1/2 ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer. The Workshop counts as 1 engineer for item requirements. |
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− | |Power Relay | + | |Power Relay ||$120/60/60 ||10d ||+4/6/11 ||E 1/2/2 ||$0 ||Each engineer gives +5 Power. 2nd upgrade also costs 1 Alloy, 10 Elerium, and 1 Core. |
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− | |Resistance Comms ||$150/125 ||14d ||-4/7 ||E 1/2 ||$0 ||1/2 Contacts | + | |Resistance Comms ||$150/125 ||14d ||-4/7 ||E 1/2 ||$0 ||1/2 Contacts. Each engineer gives +2 Contacts. |
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− | |Proving Ground | + | |[[Proving Ground (LWOTC)|Proving Ground]] ||$50 ||14d ||-2 ||E 2 ||$0 ||Each engineer increases project completion rate by 100%. |
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− | |Defense Matrix | + | |Defense Matrix ||$50/35 ||14d ||-1/2 ||E 1 ||$0 ||2/4 Turrets. Staffed engineer improves Turret stats. |
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− | | | + | |[[Psionic Labs (LWOTC)|Psionic Labs]] ||$150/100 ||14d ||-3/5 ||S 2 ||$0 ||Build and upgrade also cost 1 Core. Each scientist increases psi training rate by 100%. |
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− | |Shadow Chamber | + | |[[Shadow Chamber (LWOTC)|Shadow Chamber]] ||$250/250 ||45d ||-8/14 ||- ||$0 ||Build also costs 10 Alloys, 20 Elerium, 3 Cores. Psi Gate upgrade also costs 1 Core. |
|} | |} | ||
[[Category:Facilities (LWOTC)| ]] | [[Category:Facilities (LWOTC)| ]] |
Latest revision as of 23:05, 28 February 2024
The Avenger starts with 5/12 power due to existing facilities.
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)Facility | Cost/Upgrades | Time | Power | Staff | Upkeep | Notes |
---|---|---|---|---|---|---|
Guerrilla Tactics School | $150/35/35 | 14d | -2/3/4 | - | $0 | 2 Rookie Training Stations. Upgrades are Officer Training Stations. |
Resistance Ring | $80/100 | 12d | -3/5 | E 1/2 | $0 | Can start Covert Actions as soon as previous one finishes. More Covert Action choices. Each staffed engineer increases CA completion rate. |
Infirmary | $150/80 | 14d | -3/5 | S 1 | $0 | Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). Can place soldiers to heal negative traits. Can upgrade to use the hypervital module, once per soldier per campaign instant recovery. |
Training Center | $150 | 12d | -3 | - | $0 | Allows purchase of special abilities with skill points, and advanced bond training. |
Laboratory | $150/60/60/60 | 14d | -3/5/7/9 | S 1/2/3/4 | $0 | Each staffed scientist doubles their output. |
Workshop | $100/40 | 14d | +1 | E 1/2 | $0 | Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer. The Workshop counts as 1 engineer for item requirements. |
Power Relay | $120/60/60 | 10d | +4/6/11 | E 1/2/2 | $0 | Each engineer gives +5 Power. 2nd upgrade also costs 1 Alloy, 10 Elerium, and 1 Core. |
Resistance Comms | $150/125 | 14d | -4/7 | E 1/2 | $0 | 1/2 Contacts. Each engineer gives +2 Contacts. |
Proving Ground | $50 | 14d | -2 | E 2 | $0 | Each engineer increases project completion rate by 100%. |
Defense Matrix | $50/35 | 14d | -1/2 | E 1 | $0 | 2/4 Turrets. Staffed engineer improves Turret stats. |
Psionic Labs | $150/100 | 14d | -3/5 | S 2 | $0 | Build and upgrade also cost 1 Core. Each scientist increases psi training rate by 100%. |
Shadow Chamber | $250/250 | 45d | -8/14 | - | $0 | Build also costs 10 Alloys, 20 Elerium, 3 Cores. Psi Gate upgrade also costs 1 Core. |