Difference between revisions of "Facilities (LWR)"

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== In General ==
 
== 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.
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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.
 
The static facilities supply a total of 30 power and require a total of 12 power, effectively supplying 18 power to the constructible facilities.
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| The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.<br/>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 [[Situation Room (LWR)|Gray Market]] and view and accept pending [[Situation Room (LWR)|Council]] requests.<br />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.
 
| The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.<br/>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 [[Situation Room (LWR)|Gray Market]] and view and accept pending [[Situation Room (LWR)|Council]] requests.<br />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
 
| 0 || 0
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|}
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== Constructible Facilities ==
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 +
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 (LWR)|Access Lift]], leaving the remaining 24 sections available for the various other facilities.
 +
 +
Two sections contain steam vents (5 sections with Japan's ''Ring of Fire'' starting bonus). [[Thermo Generator (LWR)|Thermo Generators]] can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the [[Access Lift (LWR)|Access Lift]].
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 +
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.
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 +
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 50% and adds 10 Meld to the cost, but halves the construction time.
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{| class="wikitable"
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! colspan="11" style="padding: 5px;" | Constructible facilities (LWR)
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|-
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! rowspan="2" | Facility !! rowspan="2" width="55%"| Effect !! rowspan="2" width="16%" | Adjacency type !! colspan="2" width="18%" | Prerequisites !! colspan="4" width="5%" | Cost !! colspan="2" width="2%" | Maintenance
 +
|-align=center
 +
| {{Research Icon}} || <b>Other</b> || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}
 +
|-
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|-align=center
 +
| [[File:Access Lift (EU2012).png|150px]]<br />[[Access Lift (LWR)|Access Lift]]
 +
| Each base level requires an [[Access Lift (LWR)|Access Lift]] before excavations and other constructions may be performed at that base level.<br />Must be built in the center column. Cannot be torn down once built.
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| None || None || None
 +
| 100 || 0 || 0 || 7 || 5 || 1
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|-
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|-align=center
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| [[File:Laboratory (EU2012).png|150px]]<br />[[Laboratory (LWR)|Laboratory]]
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| Increases research speed by 20%.
 +
| Laboratory<br />(+10% research speed) || None || 10 scientists per [[Laboratory (LWR)|Laboratory]]
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| 200 || 0 || 0 || 21 || 30 || 4
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|-
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|-align=center
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| [[File:Genetics Lab (EU2012).png|150px]]<br />[[Genetics Lab (LWR)|Genetics Lab]]
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| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].
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| Laboratory<br /> (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None
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| 200 || 0 || 0 || 18 || 30 || 4
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|-
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|-align=center
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| [[File:Psionic Lab (EU2012).png|150px]]<br />[[Psionic Labs (LWR)|Psionic Labs]]
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| Allows [[Soldiers (LWR)|Soldiers]] to discover and develop latent [[Psionic (LWR)|Psionic abilities]].
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| Laboratory<br />(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None
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| 250 || 0 || 20 || 18 || 25 || 6
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|-
 +
|-align=center
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| [[File:Workshop (EU2012).png|150px]]<br />[[Workshop (LWR)|Workshop]]
 +
| Reduces item cost by 10% and gives a 10% refund on materials.<br />Multiple [[Workshop (LWR)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.
 +
| Workshop<br />(+5% discount/refund) || None || 10 engineers per [[Workshop (LWR)|Workshop]]
 +
| 200 || 0 || 0 || 21 || 30 || 4
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|-
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|-align=center
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| [[File:Foundry (EU2012).png|150px]]<br />[[Foundry (LWR)|Foundry]]
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| Unlocks development of new combat items and improvements to current items.<br />Cannot be torn down once built.
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| Workshop<br />(+5% discount/refund) || None || None
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| 200 || 0 || 0 || 18 || 25 || 6
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|-
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|-align=center
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| [[File:Cybernetics Lab (EU2012).png|150px]]<br />[[Repair Bay (LWR)|Repair Bay]]
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| Unlocks the production of [[Armor (LWR)#MEC exoskeletons|Mechanized Exoskeletal Cybersuits]], and allows [[Soldiers (LWR)|Soldiers]] to be augmented into [[MEC Trooper (LWR)|MEC Troopers]] to wear them.<br />
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It also allows to repair damaged equipment.
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| Workshop<br />(+5% discount/refund) || None || None
 +
| 50 || 0 || 0 || 10 || 10 || 4
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|-
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|-align=center
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| [[File:Officer Training School (EU2012).png|150px]]<br />[[Officer Training School (LWR)|Officer Training School]]
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| Unlocks increases to squad size and [[Officers (LWR)|Officer training programs]].<br />Cannot be torn down once built.
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| None || None || 1 [[Soldiers (LWR)|Soldier]] at Corporal rank
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| 200 || 0 || 0 || 7 || 10 || 1
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|-
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! rowspan="2" | Facility !! rowspan="2" | Effect !! rowspan="2" | Adjacency type !! colspan="2" | Prerequisites !! colspan="4" | Cost !! colspan="2" | Maintenance
 +
|-align=center
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| {{Research Icon}} || <b>Other</b> || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}
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|-
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|-align=center
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| [[File:Power Generator (EU2012).png|150px]]<br />[[Fission Generator (LWR)|Fission Generator]]
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| Supplies 8 power, which is required to construct additional facilities.
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| Power generator<br />(+3 power) || None || None
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| 120 || 0 || 0 || 10 || 20 || 0
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|-
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|-align=center
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| [[File:Thermal Power Generator (EU2012).png|150px]]<br />[[Thermo Generator (LWR)|Thermo Generator]]
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| Supplies 25 power, which is required to construct additional facilities.<br />Must be built over steam vents.
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| Power generator<br />(+3 power) || None || None
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| 350 || 0 || 0 || 21 || 35 || 0
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|-
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|-align=center
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| [[File:Elerium Generator (EU2012).png|150px]]<br />[[Elerium Generator (LWR)|Elerium Generator]]
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| Supplies 35 power, which is required to construct additional facilities.<br />Costs 2 [[Alien Artifacts (LWR)|UFO Powers Sources]] in addition to the other costs.
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| Power generator<br />(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None
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| 400 || 60 || 60 || 25 || 25 || 0
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|-
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|-align=center
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| [[File:Satellite Uplink (EU2012).png|150px]]<br />[[Satellite Uplink (LWR)|Satellite Uplink]]
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| 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<br />(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (LWR)|Satellite Uplink]] +<br />20 engineers per [[Satellite Nexus (LWR)|Satellite Nexus]]
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| 200 || 0 || 0 || 21 || 20 || 8
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|-
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|-align=center
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| [[File:Satellite Nexus (EU2012).png|150px]]<br />[[Satellite Nexus (LWR)|Satellite Nexus]]
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| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.<br />Costs 2 [[Alien Artifacts (LWR)|UFO Flight Computers]] in addition to the other costs.
 +
| Satellite support<br />(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (LWR)|Satellite Uplink]] +<br />20 engineers per [[Satellite Nexus (LWR)|Satellite Nexus]]
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| 300 || 50 || 20 || 21 || 25 || 8
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|-
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|-align=center
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| [[File:Alien Containment (EU2012).png|150px]]<br />[[Alien Containment (LWR)|Alien Containment]]
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| Provides a secure environment to house the [[Alien Life Forms (LWR)|Alien]] captives, allowing Dr. Vahlen to interrogate them.<br />Without an [[Alien Containment (LWR)|Alien Containment]], [[Alien Life Forms (LWR)|Aliens]] captured with an [[Equipment (LWR)#Miscellaneous Items|Arc Thrower]] will be killed.
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| None || [[Research_(Long_War)|Xenobiology]] || None
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| 200 || 20 || 0 || 14 || 30 || 10
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|-
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|-align=center
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| [[File:Hyperwave Relay (EU2012).png|150px]]<br />[[Hyperwave Relay (LWR)|Hyperwave Relay]]
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| Allows the detection of [[UFOs (LWR)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (LWR)|UFOs]] when they are detected.<br />Cannot be torn down once built.
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| None || [[Research_(Long_War)|Alien Communications]] || None
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| 600 || 100 || 60 || 28 || 100 || 15
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|-
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|-align=center
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| [[File:Gollop Chamber (EU2012).png|150px]]<br />[[Gollop Chamber (LWR)|Gollop Chamber]]
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| Allows a [[Psionic (LWR)|Psionic]] [[Soldiers (LWR)|Soldier]] to use the [[Alien Artifacts (LWR)|Ethereal Device]], which unlocks the [[Missions (LWR)#Temple Ship Assault|Temple Ship Assault]] mission.<br />Cannot be torn down once built.
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| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (LWR)|Ethereal Device]]
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| 1000 || 20 || 60 || 14 || 200 || 35
 
|}
 
|}

Revision as of 12:52, 25 September 2020

Back to Main Page

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.
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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.
0 1
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.

Two sections contain steam vents (5 sections with Japan's Ring of Fire starting bonus). Thermo Generators can only be built in these 2 sections, though you can also build any other facility in these sections, 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 50% and adds 10 Meld to the cost, but halves the construction time.

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 other constructions may 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 (EU2012).png
Laboratory
Increases research speed by 20%. Laboratory
(+10% research speed)
None 10 scientists per Laboratory 200 0 0 21 30 4
Genetics Lab (EU2012).png
Genetics Lab
Allows Soldiers to be Genetically modified. Laboratory
(+10% research speed)
Xenogenetics None 200 0 0 18 30 4
Psionic Lab (EU2012).png
Psionic Labs
Allows Soldiers to discover and develop latent Psionic abilities. Laboratory
(+10% research speed)
Xenopsionics None 250 0 20 18 25 6
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%.
Workshop
(+5% discount/refund)
None 10 engineers per Workshop 200 0 0 21 30 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/refund)
None None 200 0 0 18 25 6
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/refund)
None None 50 0 0 10 10 4
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 8 power, which is required to construct additional facilities. Power generator
(+3 power)
None None 120 0 0 10 20 0
Thermal Power Generator (EU2012).png
Thermo Generator
Supplies 25 power, which is required to construct additional facilities.
Must be built over steam vents.
Power generator
(+3 power)
None None 350 0 0 21 35 0
Elerium Generator (EU2012).png
Elerium Generator
Supplies 35 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 25 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 10 engineers per Satellite Uplink +
20 engineers per Satellite Nexus
200 0 0 21 20 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 10 engineers per Satellite Uplink +
20 engineers per Satellite Nexus
300 50 20 21 25 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 an Arc Thrower will be killed.
None Xenobiology None 200 20 0 14 30 10
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 None 600 100 60 28 100 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 1000 20 60 14 200 35