Difference between revisions of "Facilities (Long War)"
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=Constructible facilities= | =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 (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other 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 (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other facilities. | ||
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Two sections contain steam vents. [[Thermo Generator (Long War)|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 (Long War)|Access Lift]]. | Two sections contain steam vents. [[Thermo Generator (Long War)|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 (Long War)|Access Lift]]. | ||
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Excavating a section takes 5 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. | Excavating a section takes 5 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. | ||
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* Excavating a section on the top level costs 10 Credits. | * Excavating a section on the top level costs 10 Credits. | ||
* Excavating a section on the second level costs 20 Credits. | * Excavating a section on the second level costs 20 Credits. | ||
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* Excavating a section on the bottom level costs 80 Credits. | * Excavating a section on the bottom level costs 80 Credits. | ||
− | == | + | ==Planning ahead== |
− | + | There are a total of 24 sections available for facilities, not counting the [[Access Lift (Long War)|Access Lifts]]. To make optimal use of the adjacency bonuses, it is important that players plan where to build what buildings ahead of time. | |
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− | + | Since there are 4 different adjacency types, it's only natural to assign each adjacency type to it's own quarter: | |
+ | * [[Laboratory (Long War)|Laboratories]], which include the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]]. | ||
+ | * [[Workshop (Long War)|Workshops]], which include the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]]. | ||
+ | * [[Fission Generator (Long War)|Fission Generators]], [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]]. | ||
+ | * [[Satellite Uplink (Long War)|Satellite Uplinks]] and [[Satellite Nexus (Long War)|Satellite Nexi]] | ||
− | + | Players start with a [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the first [[Access Lift (Long War)|Access Lift]]. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of doing this, is by building 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] (3 maximum satellites) and 3 [[Satellite Nexus (Long War)|Satellite Nexi]] (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which brings them to a total of 16 maximum satellites. This means that the top 2 levels on the left half are reserved for satellites. | |
− | + | The steam vents can provide a great boost to power during the early months of the game, thanks to the [[Thermo Generator (Long War)|Thermo Generators]], so the quarter that players reserve for their Power Generators should have at least one steam vent in it. It can be beneficial to restart the campaign until you get both steam vents close to each other in the same quarter of the base. Note however that [[Elerium Generator (Long War)|Elerium Generators]] provide more power than [[Thermo Generator (Long War)|Thermo Generators]] and do not have placement requirements, so you can do without the steam vents in the long run. Steam vents are more often found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build [[Fission Generator (Long War)|Fission Generators]] outside of the designated quarter to provide the neccesary power during the early months. In the long run, these [[Fission Generator (Long War)|Fission Generators]] should be torn down anyhow, as their Power supply is highly inefficient for the limited amount of space that players have. | |
[[Category: Long War]] | [[Category: Long War]] | ||
[[Category: Facilities (Long War)]] | [[Category: Facilities (Long War)]] |
Revision as of 09:19, 11 November 2014
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.
The XCOM Headquarters, often referred to as the "Ant Farm", due to it's side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.
Static facilities
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 static facilities supply a total of 30 Power and require a total of 13 Power, effectively supplying 17 power to the constructible facilities.
Static facilities (Long War) | |
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Facility | Description |
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. |
Research |
The Research Lab houses the research team, headed by Dr. Vahlen. In the Research Lab, players can choose the active research project and review completed research projects. Players can also access the Genetics Lab here, once it has been constructed. |
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 Cybernetics Lab here, once they have been constructed. |
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. |
Hangar |
The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's interceptors and firestorms. In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents. Note that while fatigued Soldiers remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission. |
Situation Room |
The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage. In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, 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. |
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. 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 (Long War) | ||||||||||
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Facility | Effect | Adjacency type | Prerequisites | Cost | Maintenance | |||||
Other | Power | |||||||||
Access Lift |
Must be built in the center column. Each base level requires an Access Lift before excavations and other constructions may be performed at that base level. Cannot be torn down once built. |
None | None | None | 100 | 0 | 0 | 7 | 5 | 1 |
Laboratory |
Increases research speed by 20%. | Laboratory (+10% research speed) |
None | 10 scientists per Laboratory | 200 | 0 | 0 | 21 | 30 | 4 |
Genetics Lab |
Allows Soldiers to be Genetically modified. | Laboratory (+10% research speed) |
Xenogenetics | None | 200 | 0 | 0 | 18 | 30 | 4 |
Psionic Labs |
Allows Soldiers to discover and develop latent Psionic abilities. | Laboratory (+10% research speed) |
Xenopsionics | None | 250 | 0 | 10 | 18 | 25 | 6 |
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 |
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 |
Unlocks the production of Mechanized Exoskeletal Cybersuits, and allows Soldiers to be augmented into MEC Troopers to wear them. |
Workshop (+5% discount/refund) |
Alien Biocybernetics | None | 300 | 0 | 0 | 21 | 35 | 6 |
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 | |||||
Other | Power | |||||||||
Fission Generator |
Supplies 8 power, which is required to construct additional facilities. | Power Generator (+3 power) |
None | None | 120 | 0 | 0 | 10 | 20 | 0 |
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 |
Supplies 35 power, which is required to construct additional facilities. | Power Generator (+3 power) |
Alien Power Systems | None | 400 | 30 | 30 | 25 | 25 | 0 |
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 Uplink (+1 maximum satellites) |
None | 10 engineers per Satellite Uplink + 20 engineers per Satellite Nexus |
200 | 0 | 0 | 21 | 20 | 8 |
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 an UFO Flight Computer in addition to the other costs. |
Satellite Uplink (+1 maximum satellites) |
Alien Computers | 10 engineers per Satellite Uplink + 20 engineers per Satellite Nexus |
300 | 25 | 10 | 21 | 30 | 12 |
Alien Containment |
Provides a secure environment to house the Alien captives, allowing you to interrogate them in the Labs. Without an Alien Containment, Aliens captured with an Arc Thrower will be killed. |
None | Xenobiology | None | 200 | 10 | 0 | 14 | 30 | 10 |
Hyperwave Relay |
Allows the detection of Special UFOs, and shows extended information about UFOs when they are detected. Cannot be torn down once built. |
None | Alien Communications | None | 600 | 50 | 30 | 28 | 100 | 15 |
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 | 50 | 30 | 28 | 200 | 35 |
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 directly left of the Access Lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.
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 5 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.
- Excavating a section on the top level costs 10 Credits.
- Excavating a section on the second level costs 20 Credits.
- Excavating a section on the third level costs 40 Credits.
- Excavating a section on the bottom level costs 80 Credits.
Planning ahead
There are a total of 24 sections available for facilities, not counting the Access Lifts. To make optimal use of the adjacency bonuses, it is important that players plan where to build what buildings ahead of time.
Since there are 4 different adjacency types, it's only natural to assign each adjacency type to it's own quarter:
- Laboratories, which include the Genetics Lab and the Psionic Labs.
- Workshops, which include the Foundry and the Cybernetics Lab.
- Fission Generators, Thermo Generators and Elerium Generators.
- Satellite Uplinks and Satellite Nexi
Players start with a Satellite Uplink directly left of the first Access Lift. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of doing this, is by building 3 Satellite Uplinks (3 maximum satellites) and 3 Satellite Nexi (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which brings them to a total of 16 maximum satellites. This means that the top 2 levels on the left half are reserved for satellites.
The steam vents can provide a great boost to power during the early months of the game, thanks to the Thermo Generators, so the quarter that players reserve for their Power Generators should have at least one steam vent in it. It can be beneficial to restart the campaign until you get both steam vents close to each other in the same quarter of the base. Note however that Elerium Generators provide more power than Thermo Generators and do not have placement requirements, so you can do without the steam vents in the long run. Steam vents are more often found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build Fission Generators outside of the designated quarter to provide the neccesary power during the early months. In the long run, these Fission Generators should be torn down anyhow, as their Power supply is highly inefficient for the limited amount of space that players have.