Difference between revisions of "Facilities (LWOTC)"

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m (Change resistance ring staff requirement from 2 scientists to one engineer, (but I think maybe its two engineers?))
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|GTS              ||$150/35/35      ||14d    ||-2/3/4  || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations
 
|GTS              ||$150/35/35      ||14d    ||-2/3/4  || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations
 
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|Resistance Ring  ||$80/100        ||12d    ||-3/5    ||E 1       ||$0 ||Enables more Covert Misssions; upgrades reduce mission time
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|Resistance Ring  ||$80/100        ||12d    ||-3/5    ||E 1/2      ||$0 ||Enables more Covert Misssions; Each staff reduces mission time
 
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|Infirmary        ||$150            ||14d    ||-3      ||S 1      ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)
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|Infirmary        ||$150            ||14d    ||-3      ||S 1      ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). Can place soldiers to heal negative traits
 
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|Training Center  ||$150            ||14d    ||-3      ||          ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training
 
|Training Center  ||$150            ||14d    ||-3      ||          ||$0 ||Allows purchase of special abilities with skill points, and advanced bond training

Revision as of 01:55, 14 May 2022

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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
GTS $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 Enables more Covert Misssions; Each staff reduces mission time
Infirmary $150 14d -3 S 1 $0 Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). Can place soldiers to heal negative traits
Training Center $150 14d -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
Power Relay $100/60/60 10d +4/6/11 E 1/2/2 $0 Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore
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 reduces project time by 50%
Defense Matrix $50/35 14d -1/2 E 1 $0 2/4 Turrets; engineer improves Turret stats
Psi Lab $150/100 14d -3/5 S 2 $0 Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%
Shadow Chamber $250/250 45d -8/14 - $0 Build also costs 10xAA 20xEC 3xECore