Difference between revisions of "Facilities (LWR)"
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| [[File:Alien Containment (EU2012).png|150px]]<br />Alien Containment | | [[File:Alien Containment (EU2012).png|150px]]<br />Alien Containment | ||
− | | Houses alien captives, allowing Dr. Vahlen to interrogate them.<br />Without an Alien Containment, aliens captured with a [[Weapons (LWR)|Stun Rifle]] will be killed. | + | | Houses alien captives, allowing Dr. Vahlen to interrogate them.<br />Alien species must first be autopsied before it can be captured.<br />Without an Alien Containment, aliens captured with a [[Weapons (LWR)|Stun Rifle]] will be killed. |
| None || [[Research_(LWR)|Xenobiology]] || None | | None || [[Research_(LWR)|Xenobiology]] || None | ||
| 100|| 20 || 0 || 14 || 10 || 1 | | 100|| 20 || 0 || 14 || 10 || 1 |
Revision as of 23:52, 18 July 2023
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. On Easy/Classic/Brutal the player starts with +15/+10/+5 extra power.
Static facilities (LWR) | |||
---|---|---|---|
Facility | Effect | Maintenance | |
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 |
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 |
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 |
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. |
0 | 1 |
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 |
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 section in the bottom level contains a steam vent (6 sections throughout the base 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 | |||||
Other | ||||||||||
Access Lift |
Allows excavations and constructions to be performed at that base level. Must be built in the center column. Cannot be torn down once built. |
None | None | None | 100 | 0 | 0 | 7 | 5 | 1 |
Laboratory |
Increases research speed by 30% (stacks additively). | Laboratory (+10% research speed) |
None | 20/40 scientists for 1st/2nd Lab (+40 sci for each after) |
350 | 0 | 0 | 21 | 120 | 4 |
Genetics Lab |
Allows Soldiers to be Genetically modified. | Laboratory (+10% research speed) |
Xenogenetics | None | 50 | 0 | 0 | 18 | 10 | 2 |
Psionic Labs |
Allows Soldiers to discover and develop latent Psionic abilities. | Laboratory (+10% research speed) |
Xenopsionics | None | 50 | 0 | 20 | 5 | 10 | 2 |
Workshop |
Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%). Each workshop increases the Item Fabrication Capacity by 1. Reduces item production time and foundry research time by 60% (stacks additively). |
Workshop (+5% item/foundry discount) |
None | 20/40 engineers for 1st/2nd Workshop (+40 eng for each after) |
350 | 0 | 0 | 21 | 120 | 4 |
Foundry |
Unlocks development of new combat items and improvements to current items. Cannot be torn down once built. |
Workshop (+5% item/foundry discount) |
None | None | 50 | 0 | 0 | 5 | 10 | 2 |
Repair Bay |
Unlocks Mechanized Exoskeletal Cybersuits and allows Soldiers to be augmented into MEC Troopers. It also allows for repair of damaged equipment. |
Workshop (+5% item/foundry discount) |
None | None | 50 | 0 | 0 | 5 | 10 | 2 |
Officer Training School |
Allows access to Officer and XCOM Training Programme upgrades. 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 | |||||
Other | ||||||||||
Fission Generator |
+4 power | Power generator (+2 power) |
None | None | 40 | 0 | 0 | 5 | 10 | 0 |
Thermo Generator |
+20 power | Power generator (+2 power) |
None | Must be built over steam vents | 200 | 0 | 0 | 21 | 60 | 0 |
Elerium Generator |
+25 power | Power generator (+2 power) |
Alien Power Systems | 2 UFO Powers Sources | 400 | 60 | 60 | 2 | 180 | 0 |
Satellite Uplink |
+1 satellite coverage | Satellite support (+1 maximum satellites) |
None | 20/40 engineers for 2nd/3rd Uplink (+40 eng for each after) |
200 | 0 | 0 | 21 | 15 | 8 |
Satellite Nexus |
+2 satellite coverage | Satellite support (+1 maximum satellites) |
Alien Computers | 20/40 engineers for 2nd/3rd Uplink (+40 eng for each after) 1 UFO Flight Computer |
300 | 50 | 10 | 21 | 20 | 8 |
Alien Containment |
Houses alien captives, allowing Dr. Vahlen to interrogate them. Alien species must first be autopsied before it can be captured. Without an Alien Containment, aliens captured with a Stun Rifle will be killed. |
None | Xenobiology | None | 100 | 20 | 0 | 14 | 10 | 1 |
Hyperwave Relay |
Allows the detection of Special UFOs, and shows extended information about all UFOs. Cannot be torn down once built. |
None | Alien Communications | Hyperwave Beacon | 600 | 100 | 30 | 5 | 100 | 15 |
Gollop Chamber |
Prevents the Aliens from gaining any further research and advancing the Alien Level. Alien Mission generation rate increases 10x. 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 5 Ethereal Corpses 30 UFO Power Sources |
300 | 450 | 0 | 3 | 300 | 100 |
Expanding
At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground. There is also one steam vent at the bottom of the left-side middle column.
The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.
Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.
Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed. Excavations start at a cost of 50 on the first floor directly beside the elevator and increase in cost by 50 for each tile further away from the elevator and for each tile deeper down.