Difference between revisions of "Facilities (LWR)"

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| [[File:Genetics Lab (EU2012).png|150px]]<br />|Genetics Lab
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| [[File:Genetics Lab (EU2012).png|150px]]<br />Genetics Lab
 
| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].
 
| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].
 
| Laboratory<br /> (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None
 
| Laboratory<br /> (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None

Revision as of 13:15, 25 September 2020

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In General

The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.

Static Facilities

The static facilities supply a total of 30 power and require a total of 12 power, effectively supplying 18 power to the constructible facilities.

Static facilities (LWR)
Facility Effect Maintenance
Credits
Power
Mission Control (EU2012).png
Mission Control
The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a Hologlobe.
In the Mission Control Room, players can "Scan for Activity", which advances the time and date, respond to available missions and watch aircraft on their way to a mission.
0 3
Research (EU2012).png
Research
The Research Lab houses the research team, headed by Dr. Vahlen.
In the Research Lab, players can choose the active research project, review completed research projects and review research credits.
Players can also access the Genetics Lab here, once it has been constructed.
0 5
Engineering (EU2012).png
Engineering
The Engineering Bay houses the engineering team, headed by Dr. Shen.
In the Engineering Bay, players can build Weapons, Armor, Equipment and Vehicles and expand the XCOM base by building new facilities.
Players can also access the Foundry and the Repair Bay here, once they have been constructed.
0 0
Barracks (EU2012).png
Barracks
The Barracks houses the soldiers that are available for missions.
In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.
Players can also access the Officer Training School and the Psionic Labs here, once they have been constructed.
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Hangar (EU2012).png
Hangar
The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's aircraft.
In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.
0 3
Situation Room (EU2012).png
Situation Room
The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.
In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the Gray Market and view and accept pending Council requests.
Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.
0 0

Constructible Facilities

The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.

One sections contains a steam vents (6 sections with Japan's Ring of Fire starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.

Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.

Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.

When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.

Constructible facilities (LWR)
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research Other
Credits
Alien Alloys
Elerium
Days
Credits
Power
Access Lift (EU2012).png
Access Lift
Each base level requires an Access Lift before excavations and constructions may be performed at that level.
Must be built in the center column. Cannot be torn down once built.
None None None 100 0 0 7 5 1
Laboratory (EU2012).png
Laboratory
Increases research speed by 30%. Laboratory
(+10% research speed)
None 15 scientists per Laboratory 350 0 0 21 120 4
Genetics Lab (EU2012).png
Genetics Lab
Allows Soldiers to be Genetically modified. Laboratory
(+10% research speed)
Xenogenetics None 50 0 0 18 10 4
Psionic Lab (EU2012).png
Psionic Labs
Allows Soldiers to discover and develop latent Psionic abilities. Laboratory
(+10% research speed)
Xenopsionics None 50 0 20 5 10 2
Workshop (EU2012).png
Workshop
Reduces item cost by 10% and gives a 10% refund on materials.
Multiple workshops have diminishing returns and discounts and refunds cannot exceed 50%.
Each workshop increases the Item Fabrication Capacity by 1.
Workshop
(+5% discount)
None 15 engineers per Workshop 350 0 0 21 120 4
Foundry (EU2012).png
Foundry
Unlocks development of new combat items and improvements to current items.
Cannot be torn down once built.
Workshop
(+5% discount)
None None 50 0 0 5 10 2
Cybernetics Lab (EU2012).png
Repair Bay
Unlocks the production of Mechanized Exoskeletal Cybersuits, and allows Soldiers to be augmented into MEC Troopers to wear them.

It also allows to repair damaged equipment.

Workshop
(+5% discount)
None None 50 0 0 5 10 2
Officer Training School (EU2012).png
Officer Training School
Unlocks increases to squad size and Officer training programs.
Cannot be torn down once built.
None None 1 Soldier at Corporal rank 200 0 0 7 10 1
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research Other
Credits
Alien Alloys
Elerium
Days
Credits
Power
Power Generator (EU2012).png
Fission Generator
Supplies 6 power, which is required to construct additional facilities. Power generator
(+3 power)
None None 40 0 0 5 10 0
Thermal Power Generator (EU2012).png
Thermo Generator
Supplies 30 power, which is required to construct additional facilities.
Must be built over steam vents.
Power generator
(+3 power)
None None 350 0 0 21 60 0
Elerium Generator (EU2012).png
Elerium Generator
Supplies 25 power, which is required to construct additional facilities.
Costs 2 UFO Powers Sources in addition to the other costs.
Power generator
(+3 power)
Alien Power Systems None 400 60 60 25 180 0
Satellite Uplink (EU2012).png
Satellite Uplink
Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1. Satellite support
(+1 maximum satellites)
None 20 engineers per satellite uplink/nexus 200 0 0 21 80 8
Satellite Nexus (EU2012).png
Satellite Nexus
Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.
Costs 2 UFO Flight Computers in addition to the other costs.
Satellite support
(+1 maximum satellites)
Alien Computers 20 engineers per satellite uplink/nexus 300 50 50 21 90 8
Alien Containment (EU2012).png
Alien Containment
Provides a secure environment to house the alien captives, allowing Dr. Vahlen to interrogate them.
Without an Alien Containment, aliens captured with a Stun Rifle will be killed.
None Xenobiology None 100 20 0 14 10 1
Hyperwave Relay (EU2012).png
Hyperwave Relay
Allows the detection of Special UFOs, and shows extended information about all UFOs when they are detected.
Cannot be torn down once built.
None Alien Communications Hyperwave Beacon 600 100 30 5 100 15
Gollop Chamber (EU2012).png
Gollop Chamber
Allows a Psionic Soldier to use the Ethereal Device, which unlocks the Temple Ship Assault mission.
Cannot be torn down once built.
None Alien Command and Control Ethereal Device 10 5 5 5 300 80