Difference between revisions of "Facilities (Long War)"

From UFOpaedia
Jump to navigation Jump to search
Line 227: Line 227:
 
|-align=center
 
|-align=center
 
| [[File:Alien Containment (EU2012).png|150px]] || [[Alien Containment (Long War)|Alien Containment]]
 
| [[File:Alien Containment (EU2012).png|150px]] || [[Alien Containment (Long War)|Alien Containment]]
| Houses captured live [[Alien Life Forms (Long War)|Aliens]] for interrogation.<br />Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will die.
+
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing you to interrogate them in the Labs.<br />Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will die.
 
| None || [[Research_(Long_War)|Xenobiology]] || None
 
| None || [[Research_(Long_War)|Xenobiology]] || None
 
| 200 || 10 || 0 || 0 || 14 || 30 || 10
 
| 200 || 10 || 0 || 0 || 14 || 30 || 10

Revision as of 14:40, 10 November 2014

HQ facilities

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.

When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This will cause the facility to cost considerably more cash and some Meld.

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 build various facilities, once enough space has been excavated.

Static facilities

The top half of the base contains several crucial facilities that are automatically available from the start of the game, and remain static throughout the game.

Mission Control

The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.

Research Labs

The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.

Engineering

This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.

Barracks

In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.

Hangar

The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.

Situation Room

The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, sell items via the Gray Market, and review any Pending Requests from The Council.

Additional facilities

Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.

Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.

Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.

Access Lift

An Elevator

Construction : §100 for 7 days.
Upkeep : §5
Power : -1

Alien Containment

Houses aliens for interrogation. Requires Xenobiology to construct.

Construction : §200 + 10 alloys for 14 days.
Upkeep : §30
Power : -10

Cybernetics Lab

Allows the conversion of soldiers to MEC Troopers.

Construction : §300 for 21 days.
Upkeep : $35
Power : -6

Fission Generator

Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.

Construction : §120 for 10 days. Or §180 + 10 meld for 5 days.
Upkeep : $20
Power : +8

Elerium Generator

Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.

Construction : §400 + 30 elerium + 30 alloys for 25 days.
Upkeep : §25
Power : +35

Thermo Generator

Provides power (but must be built on a steam vent) and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.

Construction : §350 for 21 days.
Upkeep : §35
Power : +25

Foundry

Allows research of foundry projects.

Construction : §200 for 18 days.
Upkeep : §25
Power : -6

Gallop Chamber

Unlocks Final mission

Construction : §1000 + 30 elerium + 50 alloys for 28 days.
Upkeep : §200
Power : -35

Genetics Lab

Allows genetic modification of soldiers.

Construction : §200 for 21 days.
Upkeep : §30
Power : -4

Hyperwave Relay

Allows detection of special UFOs, and shows extended information about UFOs when they are detected.

Construction : §600 + 30 elerium + 50 alloys for 28 days.
Upkeep : §100
Power : -15

Laboratory

Speeds up research by 20%, +10% bonus for each adjacent laboratories or genetics lab.

Construction : §200 for 21 days. Or §300 + 10 meld for 11 days.
Upkeep : §30
Power : -4

Officer Training School

Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal.

Construction : §200 for 7 days.
Upkeep : §10
Power : -1

Psionic Labs

Allow soldiers to train psionic abilities.

Construction : §250 + 10 elerium for 21 days.
Upkeep : §30
Power : -6

Satellite Nexus

A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink.

Construction : §300 + 10 elerium + 25 alloys + 2 UFO flight computers for 21 days.
Upkeep : §30
Power : -12

Satellite Uplink

A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus. To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff.

Construction : §200 for 21 days. Or §300 + 10 meld for 11 days.
Upkeep : §20
Power : -8

Workshop

A Workshop gives the player a direct 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used ; plus an adjacency bonus of 5% with workshops/foundy/cybernetic lab. The total discount cannot exceed 50%. Requires 10/? engineers.

Construction : §200 for 21 days.
Upkeep : §30
Power : -4

Base Facilities (Long War)
Image Name Effect Adjacency type Prerequisites Cost Upkeep
Research Other
Credits
Alien Alloys
Elerium
Meld
Days
Credits
Power
Access Lift (EU2012).png 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.
None None None 100 0 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 0 21 30 4
Genetics Lab (EU2012).png Genetics Lab Allows Soldiers to be enhanced with Gene Mods. Laboratory
(+10% research speed)
Xenogenetics None 200 0 0 0 18 30 4
Psionic Lab (EU2012).png Psionic Labs Allows Soldiers to train Psionic abilities. Laboratory
(+10% research speed)
Xenopsionics None 250 0 10 0 18 25 6
Officer Training School (EU2012).png Officer Training School Allows the purchase of increased Squad Size and Officer upgrades. None None 1 Soldier at Corporal rank 200 0 0 0 7 10 1
Workshop (EU2012).png Workshop Reduces item cost by 10% and gives a 10% refund on materials.
Multiple workshops Workshops have diminishing returns
and discounts and refunds cannot exceed 50%.
Workshop
(+5% discount/refund)
None 10 engineers per Workshop 200 0 0 0 21 30 4
Foundry (EU2012).png Foundry Allows the research of Foundry projects. Workshop
(+5% discount/refund)
None None 200 0 0 0 18 25 6
Cybernetics Lab (EU2012).png Cybernetics Lab Allows the production of Mechanized Exoskeletal Cybersuits,
and allows Soldiers to be augmented to MEC Troopers to wear them.
Workshop
(+5% discount/refund)
Alien Biocybernetics None 300 0 0 0 21 35 6
Image Name Effect Adjacency type Prerequisites Cost Upkeep
Research Other
Credits
Alien Alloys
Elerium
Meld
Days
Credits
Power
Power Generator (EU2012).png Fission Generator Supplies 8 power, which is needed to run new facilities. Power Generator
(+3 power)
None None 120 0 0 0 10 20 0
Thermal Power Generator (EU2012).png Thermo Generator Power Generators supply the power needed to run new facilities.
Supplies 25 power, but must be built over steam vents.
Power Generator
(+3 power)
None None 350 0 0 0 21 35 0
Elerium Generator (EU2012).png Elerium Generator Power Generators supply the power needed to run new facilities.
Supplies 35 power.
Power Generator
(+3 power)
Alien Power Systems None 400 30 30 0 25 25 0
Alien Containment (EU2012).png 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 die.
None Xenobiology None 200 10 0 0 14 30 10
Satellite Uplink (EU2012).png Satellite Uplink With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 1 XCOM satellite. Satellite Uplink
(+1 maximum satellites)
None 10 engineers per Satellite Uplink +
20 engineers per Satellite Nexus
200 0 0 0 21 20 8
Satellite Nexus (EU2012).png Satellite Nexus With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 2 XCOM satellites.
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 0 21 30 12
Hyperwave Relay (EU2012).png Hyperwave Relay Allows the detection of Special UFOs,
and shows extended information about UFOs when they are detected.
None Alien Communications None 600 50 30 0 28 100 15
Gollop Chamber (EU2012).png Gollop Chamber Unlocks the Temple Ship Assault mission. None Alien Command and Control Ethereal Device 1000 50 30 0 28 200 35

Adjacency type: When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), you gain the adjacency bonus in addition to the bonus from both facilities. 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. A block of 3x2 facilities provides the adjacency bonus 7 times.
Upkeep: The cash part of the upkeep is paid for at the start of each month, during The Council Report. The power part of the upkeep is a continuous 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 generated.