Facilities (Long War)

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Facilities background Long War.jpg

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)
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.
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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 and review completed research projects.
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 Cybernetics Lab here, once they have been constructed.
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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 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.
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Situation Room (EU2012).png
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.
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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)
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 10 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
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 (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. Power generator
(+3 power)
Alien Power Systems None 400 30 30 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 an UFO Flight Computer in addition to the other costs.
Satellite support
(+1 maximum satellites)
Alien Computers 10 engineers per Satellite Uplink +
20 engineers per Satellite Nexus
300 25 10 21 30 12
Alien Containment (EU2012).png
Alien Containment
Provides a secure environment to house the Alien captives, allowing players 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 (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 50 30 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 50 30 28 200 35

Expanding

One possible starting base

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.

Layout

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 the layout of their facilities ahead of time, to optimize adjacency bonuses. Since there are 4 different adjacency types, it's only natural to assign each adjacency type to it's own quarter:

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 supporting 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 provides them with a total of 16 maximum satellites. This means that the entire top left quarter is reserved for satellite support.

Steam vents can provide a great boost to power during the early months of the game, thanks to Thermo Generators, so the quarter that players reserve for their Power generators should contain at least one steam vent. It can be beneficial to restart the campaign until both steam vents are close to each other in the same quarter of the base, but keep in mind that Elerium Generators supply more power than Thermo Generators and do not have placement requirements, so steam vents can be ignored in the long run.

Steam vents are generally found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build Fission Generators at the top of the base during the early months, to provide enough supply for their early buildings, and then tear these down once there are enough Thermo Generators and Elerium Generators in place, as Fission Generators are very inefficient once players are getting tight for space.

With the top left quarter reserved for Satellite support and one of the bottom quarters reserved for Power generators, the remaining two quarters are available for Laboratories and Workshops. Players should reserve the top right quarter for the adjacency type they want to focus on during the early game, and reserve the remaining quarter at the bottom for the other adjacency type.

Alternatively, if players are reserving the bottom left quarter for Power generators, they could reserve vertical lines for their Laboratories and Workshops. While this is slightly less efficient for the adjacency bonuses, it allows players to build essential buildings of either type before expanding to the third level.

Players should keep in mind that they also need to reserve space for the Officer Training School, the Alien Containment, the Hyperwave Relay and the Gollop Chamber. These buildings have no adjacency type, and thus can be built in any quarter where players are not planning to use all 6 sections for the adjacency type.

Power

Since there are only 24 sections available, it helps to calculate beforehand how many Power generators players require. Keep in mind that the static facilities require 13 power and supply 30 power. For example, players may want to construct the following list of facilities:

These facilities together take up 19 sections, leaving 5 for Power generators, and require a total of 180 power. The static facilities supply 30 power, so an additional 150 power is required. The most efficient way of supplying this, is by building 4 Elerium Generators (140 power) in a 2x2 pattern for 4 adjacency bonuses (12 power), which provides them with a total of 152 supply.

However, since that does not leave enough power for any facility in the last remaining spot, there is little point in tearing down the Thermo Generators to replace them with the more expensive Elerium Generators. 2 Thermo Generators (50 power) and 3 Elerium Generators (105 power) provide a total of 155 power, even without adjacency bonuses.

Alternatively, since the Gollop Chamber is by far the most power consuming building, and is only required at the very end of the campaign, players could focus on a base without the Gollop Chamber, and when it's time to end the campaign, tear down several buildings to provide both space and power for the Gollop Chamber:

These facilities together take up 20 sections, leaving 4 for Power generators, and require a total of 153 power. The static facilities supply 30 power, so an additional 123 power is required. 2 Thermo Generators (50 power) and 2 Elerium Generators (70 power) provide a total of 120 power, so a single adjacency bonus (3 power) provides a total of 123 power.