Difference between revisions of "Foundry (EU2012)"

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==Foundry Projects==
 
==Foundry Projects==
 
+
===S.H.I.V.s===
 +
====Heavy Weapons Platform ([[SHIV_(EU2012)|SHIV]])====
 
{|class="wikitable"
 
{|class="wikitable"
! Name of project !! Requirements !! Variable cost !! Fixed cost !! Research Credits applies !! Time !! Effect !! Description !! Notes
+
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost  
 +
! width="10%" align="center" | Fixed cost  
 +
! width="10%" align="center" | Research Credits applies  
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| Heavy Weapons Platform ([[SHIV_(EU2012)|SHIV]])
+
| align="center" | none
| none
+
| align="center" | §70  
| §70  
+
| align="center" |  5 Engineers  
| 5 Engineers  
+
| align="center" |  
|
+
| align="center" |  7 days  
| 7 days  
+
| align="center" |  Basic S.H.I.V. becomes available in Engineering.
|  Basic S.H.I.V. becomes available in Engineering.
+
| align="center" |  ''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''  
| ''The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.''  
+
| align="center" |  This unlocks S.H.I.V.s in general: the Alloy S.H.I.V. requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research ''also'' be completed, and these ''plus'' the [[Firestorm (EU2012)|Firestorm]] research tree for the Hover S.H.I.V. (ie; the latter two are '''not''' additional Research/Foundry projects).
| This unlocks S.H.I.V.s in general: the Alloy S.H.I.V. requires that the Carapace Armor research ''also'' be completed, and these ''plus'' the Firestorm research tree for the Hover S.H.I.V. (ie; the latter two are '''not''' additional Research/Foundry projects).
+
|}
 +
====S.H.I.V. Suppression====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 +
|-
 +
| align="center" | '''Foundry''': Heavy Weapons Platform
 +
| align="center" | §20
 +
| align="center" | 15 Engineers
 +
| align="center" | ?
 +
| align="center" | 7d
 +
| align="center" | Allow S.H.I.V. suppressive fire.
 +
| align="center" | ''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''
 +
| align="center" | Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]'s Suppression ability.
 +
|}
 +
====S.H.I.V. Laser====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| [[Alien_Grenade_(EU2012)|Alien Grenades]]  
+
| align="center" | '''Foundry''': Heavy Weapons Platform, '''[[Research (EU2012)|Research]]''': [[Heavy Lasers (EU2012)|Heavy Lasers]]
| Salvaged Alien Grenade
+
| align="center" | §100, 30x [[Alien Alloys (EU2012)|Alloys]]
| §75, 10x Elerium, 25x Alloys  
+
| align="center" | 15x [[Weapon Fragments (EU2012)|Weapon Fragments]], 10 Engineers
| 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers  
+
| align="center" | [[Beam Weapons (EU2012)|Beam Weapons]], Weapon
|
+
| align="center" | 7 days (4 days)
| 7 days  
+
| align="center" | SHIV minigun replaced with laser cannon.
| Alien grenades will become available in unlimited quantity, as the standard Frag Grenades.
+
| align="center" | ''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''
| ''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''  
+
| align="center" | Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.
| This upgrade is often fairly irrelevant.  Assuming you stun-capture a Muton, Heavy Floater, and a Muton Elite, you'll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.
+
|}
 +
====S.H.I.V. Plasma====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| Improved [[Medikit_(EU2012)|Medikit]]
+
| align="center" |  '''Foundry''': Heavy Weapons Platform, '''[[Research (EU2012)|Research]]''': [[Heavy Plasma (EU2012)|Heavy Plasma]]
| [[Thin_Man_(EU2012)|Thin Man]] Autopsy
+
| align="center" |  §100, 15x [[Elerium (EU2012)|Elerium]], 22x [[Alien Alloys (EU2012)|Alloys]]
| §125
+
| align="center" |  30x [[Weapon Fragments (EU2012)|Weapon Fragments]], 20x Engineers
| 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers  
+
| align="center" |  Weapon
|
+
| align="center" |  2 days
| 14 days  
+
| align="center" |  SHIV minigun replaced with plasma cannon.
| Healing delivered by a single medkit charge increased from 4 to 6.  
+
| align="center" | ''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''
| ''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''
+
| align="center" | As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.
| For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the '''Savior''' Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus '''Field Medic''', that's up to 30 HP a mission.
+
|}
 +
====S.H.I.V. Repair====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| Improved [[Arc_Thrower_(EU2012)|Arc Thrower]]
+
| align="center" |  '''Foundry''': Heavy Weapons Platform, '''[[Research (EU2012)|Research]]''': [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]
| Researched Arc Thrower and Elerium
+
| align="center" |  §35(?), 7x [[Alien Alloys (EU2012)|Alloys]]
| §100, 20 Elerium, 20 Alloys  
+
| align="center" |  10x Engineers
| 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers  
+
| align="center" |  
|
+
| align="center" |  4 days
| 14 days  
+
| align="center" |  Allows soldiers to repair SHIV units with [[Arc Thrower (EU2012)|Arc Thrower]].
| Increase Stun success rate. Before this upgrade: 3,2,1 hp -> 70,80,90% chance. After: 6,5,4,3,2,1 hp -> 70,80,90,95,95,95% chance.  
+
| align="center" |  ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''
| ''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''  
+
| align="center" |  Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can't get to them, etc).
| Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won't be able to "stop on a dime" and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.
+
|-
 +
|}
 +
===Weapons/Equipment===
 +
====Improved Pistol I====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 +
|-
 +
| align="center" | none
 +
| align="center" | §75
 +
| align="center" | 5x [[Weapon Fragments (EU2012)|Weapon Fragments]], 5 Engineers
 +
| align="center" | Weapon
 +
| align="center" | 4 days
 +
| align="center" | Pistol Critical Chance increased by 10%.
 +
| align="center" | ''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.''
 +
| align="center" |
 +
|}
 +
====Improved Pistol II====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 +
|-
 +
| align="center" | '''[[Research (EU2012)|Research]]''': [[Beam Weapons (EU2012)|Beam Weapons]]
 +
| align="center" | §150 credits, 20 [[Alien Alloys (EU2012)|Alloys]]
 +
| align="center" | 25x [[Weapon Fragments (EU2012)|Weapon Fragments]], 10 Engineers
 +
| align="center" | Weapon
 +
| align="center" | 2 days
 +
| align="center" | Increases Pistol Aim by 10%
 +
| align="center" | ''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''
 +
| align="center" | According to findings in the game code this upgrade is ineffective.  
 +
|}
 +
====Improved Pistol III====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| Advanced Repair
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Plasma Pistol (EU2012)|Plasma Pistol]]
| [[Heavy Floater_(EU2012)|Heavy Floater]] Autopsy
+
| align="center" | §250, 20x [[Elerium (EU2012)|Elerium]], 20x [[Alien Alloys (EU2012)|Alloys]]
| §175, 5x Elerium, 15x Alloys
+
| align="center" | 50x [[Weapon Fragments (EU2012)|Weapon Fragments]], 20 Engineers
| 4x Heavy Floater Corpse, 20 Engineers  
+
| align="center" | Weapon
| ?
+
| align="center" | 4 days
| 7 days
+
| align="center" | Pistol damage increased by 1.
| Improves repair rate of SHIVs and aircraft.
+
| align="center" | ''Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.''
| ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''
+
| align="center" | To a '''Gunslinger''' [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 6. Plus the other two Pistol upgrades, this turns their pistols into decent holdout weapons.
| Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you'll probably have Firestorms and Plasma Weapons, and not be too burdened by repair times.
+
|}
 +
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| S.H.I.V. Laser
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Weapon Fragments (EU2012)|Weapon Fragments]]
| Requirements: SHIV Project, Researched Heavy Lasers
+
| align="center" | §75
| §100, 30x Alloys
+
| align="center" | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]], 10 Engineers
| 15x Weapon Fragment, 10 Engineers
+
| align="center" | [[Beam Weapons (EU2012)|Beam Weapons]]
| Beam Weapon, Weapon
+
| align="center" |  7 Days
| 7 days (4 days)
+
| align="center" | Increase Critical Chance by 10%
| SHIV minigun replaced with laser cannon.
+
| align="center" | ''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''
| ''Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.''
+
| align="center" | The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].
| Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.
+
|}
 +
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| S.H.I.V. Plasma
+
| align="center" |  '''Salvage''': [[Alien Grenade (EU2012)|Alien Grenade]]
| SHIV Project, Researched Heavy Plasma
+
| align="center" |  §75, 10x [[Elerium (EU2012)|Elerium]], 25x [[Alien Alloys (EU2012)|Alloys]]
| §100, 15x Elerium, 22x Alloys
+
| align="center" |  1x [[Alien Grenade (EU2012)|Alien Grenade]], 20x [[Weapon Fragments (EU2012)|Weapon Fragments]], 20 Engineers  
| 30x Weapon Fragments, 20x Engineers
+
| align="center" |
| Weapon
+
| align="center" |  7 days  
| 2 days
+
| align="center" Alien grenades will become available in unlimited quantity, as the standard Frag Grenades.
SHIV minigun replaced with plasma cannon.
+
| align="center" |  ''We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...''  
|''Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.''
+
| align="center" |  This upgrade is often fairly irrelevant. Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you'll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.
| As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragment price makes it unimportant. Does not require the Laser upgrade to be completed first.
+
|}
 +
====Improved [[Medikit_(EU2012)|Medikit]]====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| S.H.I.V. Repair
+
| align="center" |  '''[[Research (EU2012)|Research]]''': [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]
| SHIV Project, Researched Arc Thrower and EMP Cannon
+
| align="center" |  §125
| §35(?), 7x Alloys
+
| align="center" |  4x [[Thin Man Corpse (EU2012)|Thin Man Corpse]], 20x [[Weapon Fragments (EU2012)|Weapon Fragments]], 26 Engineers  
| 10x Engineers
+
| align="center" |  
|
+
| align="center" |  14 days  
| 4 days
+
| align="center" |  Healing delivered by a single medkit charge increased from 4 to 6.  
| Allows soldiers to repair SHIV units with Arc Thrower.
+
| align="center" |  ''The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.''
| ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''
+
| align="center" |  For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the '''Savior''' Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus '''Field Medic''', that's up to 30 HP a mission.
| Again, a possible priority for S.H.I.V. users, if you cannot hack Drones for whatever reason (none available, can't get to them, etc).  
+
|}
|-
+
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====
| Drone Capture
+
{|class="wikitable"
| Researched Arc Thrower, Drone Autopsy
+
! width="10%" align="center" | Requirements
| §175
+
! width="10%" align="center" | Variable cost
| 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers
+
! width="10%" align="center" | Fixed cost
|
+
! width="10%" align="center" | Research Credits applies
| 7 days
+
! width="10%" align="center" | Time
| Allows Arc Thrower to hack control of Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg weapon, repair S.H.I.V. and other drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.
+
! width="10%" align="center" | Result
| ''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''
+
! width="20%" align="center" | Description
| See the [[Drone (EU2012)|Drone]] entry for mechanics and tactical application.
+
! width="20%" align="center" | Notes
 
|-
 
|-
|Ammo Conservation
+
| align="center" |  '''[[Research (EU2012)|Research]]''': [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]]  
| [[Muton_(EU2012)|Muton]] Autopsy
+
| align="center" |  §100, 20 [[Elerium (EU2012)|Elerium]], 20 [[Alien Alloys (EU2012)|Alloys]]
|§150, 90 Alloys
+
| align="center" |  4x [[Drone Wreck (EU2012)|Drone Wreck]], 20x [[Weapon Fragments (EU2012)|Weapon Fragments]], 10 Engineers  
|6x Muton Corpse, 20x Weapon Fragment, 15 Engineers
+
| align="center" |
|Beam Weapon
+
| align="center" |  14 days  
| 4 days (2 days) ; Normal+41eng=14d
+
| align="center" | Increase Stun success rate. Before this upgrade: 3,2,1 hp -> 70,80,90% chance. After: 6,5,4,3,2,1 hp -> 70,80,90,95,95,95% chance.  
|All weapons can be fired twice as many times before reloading.
+
| align="center" |  ''By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.''  
|''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''
+
| align="center" |  Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won't be able to "stop on a dime" and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.
|This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.
 
 
|-
 
|-
|Advanced Flight
+
|}
|Researched Archangel Armor
+
====[[Drone (EU2012)|Drone]] Capture====
|§162(?), 25x Alloys
+
{|class="wikitable"
|2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers
+
! width="10%" align="center" | Requirements
|Flight
+
! width="10%" align="center" | Variable cost
|7 days
+
! width="10%" align="center" | Fixed cost
|Doubles fuel for Archangel Armor from 6 to 12, and Hover S.H.I.V. from 12 to 24.
+
! width="10%" align="center" | Research Credits applies
|''We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.''
+
! width="10%" align="center" | Time
|As Archangel Armor is the suit of choice for Snipers, especially ones with Squad Sight, the additional moves is appreciable.
+
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
|Advanced Construction
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]
|Sectopod Autopsy
+
| align="center" |  §175
|§187(?), 25x Alloys
+
| align="center" |  4x [[Drone Wreck (EU2012)|Drone Wreck]], 20x [[Weapon Fragments (EU2012)|Weapon Fragments]], 10 Engineers
|2x [[Sectopod_(EU2012)|Sectopod]] wrecks, 20x Weapon Fragments, 30x Engineers
+
| align="center" |
|?
+
| align="center" |  7 days
|14 days
+
| align="center" |  Allows Arc Thrower to hack control of Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg weapon, repair S.H.I.V. and other drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.
|Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named "Rush construction: ON/OFF")
+
| align="center" | ''We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.''
|''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''
+
| align="center" |  See the [[Drone (EU2012)|Drone]] entry for mechanics and tactical application.
|A VERY late-game upgrade, the most use you will have left from this is filling out your Firestorm fleet, and, if you feel the need, reorganizing your base facilities in short order.
+
|}
 +
====Ammo Conservation====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
|Improved Pistol I
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Muton Autopsy (EU2012)|Muton Autopsy]]
| none
+
| align="center" | §150, 90 [[Alien Alloys (EU2012)|Alloys]]
|§75
+
| align="center" | 6x [[Muton Corpse (EU2012)|Muton Corpse]], 20x [[Weapon Fragments (EU2012)|Weapon Fragments]], 15 Engineers
|5x Weapon Fragment, 5 Engineers
+
| align="center" | [[Beam Weapons (EU2012)|Beam Weapons]]
|Weapon
+
| align="center" |  4 days (2 days) ; Normal+41eng=14d
|4 days
+
| align="center" | All weapons can be fired twice as many times before reloading.
|Pistol Critical Chance increased by 10%.
+
| align="center" | ''Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.''
|''One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...''
+
| align="center" | This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.
|
+
|}
 +
===Miscellaneous===
 +
====Advanced Repair====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
|Improved Pistol II
+
| align="center" |  '''[[Research (EU2012)|Research]]''': [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]
|Researched Beam Weapons
+
| align="center" |  §175, 5x [[Elerium (EU2012)|Elerium]], 15x [[Alien Alloys (EU2012)|Alloys]]
|§150 credits, 20 Alloys
+
| align="center" |  4x [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]], 20 Engineers  
|25x Weapon Fragment, 10 Engineers
+
| align="center" |  ?
|Weapon
+
| align="center" |  7 days
|2 days
+
| align="center" |  Improves repair rate of SHIVs and aircraft.
|Increases Pistol Aim by 10%
+
| align="center" |  ''As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.''
|''We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.''
+
| align="center" |  Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you'll probably have Firestorms and Plasma Weapons, and not be too burdened by repair times.
|
 
 
|-
 
|-
|Improved Pistol III
+
|}
|Researched Plasma Pistol
+
====Advanced Flight====
|§250, 20x Elerium, 20x Alloys
+
{|class="wikitable"
|50x Weapon Fragment, 20 Engineers
+
! width="10%" align="center" | Requirements
| Weapon
+
! width="10%" align="center" | Variable cost
|4 days
+
! width="10%" align="center" | Fixed cost
|Pistol damage increased by 1.
+
! width="10%" align="center" | Research Credits applies
|''Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.''
+
! width="10%" align="center" | Time
|To a '''Gunslinger''' Sniper with a Plasma Pistol, this totals to a respectable base-7 damage. Plus the other two Pistol upgrades, this turns their pistols into decent holdout weapons.
+
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
|S.H.I.V. Suppression
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Archangel Armor (EU2012)|Archangel Armor]]
|S.H.I.V. Project
+
| align="center" | §162(?), 25x [[Alien Alloys (EU2012)|Alloys]]
|§20
+
| align="center" | 2x [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]], 2x [[Drone (EU2012)|Drone Wreck]], 2x [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]], 25x Engineers
|15 Engineers
+
| align="center" | Flight
|?
+
| align="center" | 7 days
|7d
+
| align="center" | Doubles fuel for Archangel Armor from 6 to 12, and Hover S.H.I.V. from 12 to 24.
| Allow S.H.I.V. suppressive fire.
+
| align="center" | ''We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.''
|''With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.''
+
| align="center" | As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squad Sight, the additional moves is appreciable.
| Effectively the same as a Support/Heavy's Suppression ability.
+
|}
 +
====Advanced Construction====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
|Stealth Satellites
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]
|Researched Alien Nav Computer
+
| align="center" | §187(?), 25x [[Alien Alloys (EU2012)|Alloys]]
|§150, 20 Elerium, 20 Alloys
+
| align="center" | 2x [[Sectopod Wreck (EU2012)|Sectopod Wreck]], 20x [[Weapon Fragments (EU2012)|Weapon Fragments]], 30x Engineers
|3 UFO Flight Computer, 20 Engineers
+
| align="center" | ?
|
+
| align="center" | 14 days
|7 Days
+
| align="center" | Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named "Rush construction: ON/OFF")
|Makes satellites harder to detect by aliens.
+
| align="center" | ''The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course.''
|''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''
+
| align="center" | A VERY late-game upgrade, the most use you will have left from this is filling out your Firestorm fleet, and, if you feel the need, reorganizing your base facilities in short order.
|As long as you shoot down a UFO, it won't spawn a Battleship that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on Firestorms.
+
|}
 +
====Stealth [[Satellite (EU2012)|Satellites]]====
 +
{|class="wikitable"
 +
! width="10%" align="center" | Requirements
 +
! width="10%" align="center" | Variable cost
 +
! width="10%" align="center" | Fixed cost
 +
! width="10%" align="center" | Research Credits applies
 +
! width="10%" align="center" | Time
 +
! width="10%" align="center" | Result
 +
! width="20%" align="center" | Description
 +
! width="20%" align="center" | Notes
 
|-
 
|-
|[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade
+
| align="center" | '''[[Research (EU2012)|Research]]''': [[Alien Nav Computer (EU2012)|Alien Nav Computer]]
|Researched Weapon Fragments
+
| align="center" | §150, 20 [[Elerium (EU2012)|Elerium]], 20 [[Alien Alloys (EU2012)|Alloys]]
|§75
+
| align="center" | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]], 20 Engineers
|15 Weapon Fragments, 10 Engineers
+
| align="center" |
|Beam Weapons
+
| align="center" | 7 Days
| 7 Days
+
| align="center" | Makes satellites harder to detect by aliens.
|Increase Critical Chance by 10%
+
| align="center" | ''By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.''
|''The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.''
+
| align="center" | As long as you shoot down a UFO, it won't spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on Firestorms.
|The item and upgrade of choice for a Sniper.
 
 
|}
 
|}
  

Revision as of 17:43, 22 September 2013

The Foundry.

The Foundry allows for item upgrades similar to the Officer Training School. Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various Research Credits. Also, take note that, unlike Research projects, multiple Foundry projects can be run at the same time (they will not affect each other's time requirement).

Construction

The Foundry must be constructed in the HQ in order to be accessed. Cost and Time are based off 5 Engineers on Classic difficulty. Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased.

  • Cost: 3 Power, §75
  • Time: 10 days
  • Maintenance: $20/month

Future Combat Bonus

If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus "Future Combat." This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (i.e. Alien Grenade) remain static.

Foundry Projects

S.H.I.V.s

Heavy Weapons Platform (SHIV)

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
none §70 5 Engineers 7 days Basic S.H.I.V. becomes available in Engineering. The 'Super Heavy Infantry Vehicle' is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering. This unlocks S.H.I.V.s in general: the Alloy S.H.I.V. requires that the Carapace Armor research also be completed, and these plus the Firestorm research tree for the Hover S.H.I.V. (ie; the latter two are not additional Research/Foundry projects).

S.H.I.V. Suppression

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Foundry: Heavy Weapons Platform §20 15 Engineers ? 7d Allow S.H.I.V. suppressive fire. With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets. Effectively the same as a Support/Heavy's Suppression ability.

S.H.I.V. Laser

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Foundry: Heavy Weapons Platform, Research: Heavy Lasers §100, 30x Alloys 15x Weapon Fragments, 10 Engineers Beam Weapons, Weapon 7 days (4 days) SHIV minigun replaced with laser cannon. Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon. Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.

S.H.I.V. Plasma

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Foundry: Heavy Weapons Platform, Research: Heavy Plasma §100, 15x Elerium, 22x Alloys 30x Weapon Fragments, 20x Engineers Weapon 2 days SHIV minigun replaced with plasma cannon. Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower. As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.

S.H.I.V. Repair

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Foundry: Heavy Weapons Platform, Research: Arc Thrower and EMP Cannon §35(?), 7x Alloys 10x Engineers 4 days Allows soldiers to repair SHIV units with Arc Thrower. As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly. Again, a possible priority for S.H.I.V. users, if you cannot hack Drone for whatever reason (none available, can't get to them, etc).

Weapons/Equipment

Improved Pistol I

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
none §75 5x Weapon Fragments, 5 Engineers Weapon 4 days Pistol Critical Chance increased by 10%. One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.

Improved Pistol II

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Beam Weapons §150 credits, 20 Alloys 25x Weapon Fragments, 10 Engineers Weapon 2 days Increases Pistol Aim by 10% We've started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol. According to findings in the game code this upgrade is ineffective.

Improved Pistol III

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Plasma Pistol §250, 20x Elerium, 20x Alloys 50x Weapon Fragments, 20 Engineers Weapon 4 days Pistol damage increased by 1. Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols. To a Gunslinger Sniper with a Plasma Pistol, this totals to a respectable base damage of 6. Plus the other two Pistol upgrades, this turns their pistols into decent holdout weapons.

S.C.O.P.E. Upgrade

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Weapon Fragments §75 15 Weapon Fragments, 10 Engineers Beam Weapons 7 Days Increase Critical Chance by 10% The portable targeting module called 'S.C.O.P.E.' could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly. The item and upgrade of choice for a Sniper.

Alien Grenades

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Salvage: Alien Grenade §75, 10x Elerium, 25x Alloys 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers 7 days Alien grenades will become available in unlimited quantity, as the standard Frag Grenades. We've had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades... This upgrade is often fairly irrelevant. Assuming you stun-capture a Muton, Heavy Floater, and a Muton Elite, you'll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.

Improved Medikit

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Thin Man Autopsy §125 4x Thin Man Corpse, 20x Weapon Fragments, 26 Engineers 14 days Healing delivered by a single medkit charge increased from 4 to 6. The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge. For your Medic Support, this can either be an alternative to the Savior Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus Field Medic, that's up to 30 HP a mission.

Improved Arc Thrower

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Arc Thrower and Elerium §100, 20 Elerium, 20 Alloys 4x Drone Wreck, 20x Weapon Fragments, 10 Engineers 14 days Increase Stun success rate. Before this upgrade: 3,2,1 hp -> 70,80,90% chance. After: 6,5,4,3,2,1 hp -> 70,80,90,95,95,95% chance. By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat. Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won't be able to "stop on a dime" and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.

Drone Capture

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Arc Thrower, Drone Autopsy §175 4x Drone Wreck, 20x Weapon Fragments, 10 Engineers 7 days Allows Arc Thrower to hack control of Drones. Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg weapon, repair S.H.I.V. and other drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower. We're confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission. See the Drone entry for mechanics and tactical application.

Ammo Conservation

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Muton Autopsy §150, 90 Alloys 6x Muton Corpse, 20x Weapon Fragments, 15 Engineers Beam Weapons 4 days (2 days) ; Normal+41eng=14d All weapons can be fired twice as many times before reloading. Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons. This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.

Miscellaneous

Advanced Repair

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Heavy Floater Autopsy §175, 5x Elerium, 15x Alloys 4x Heavy Floater Corpse, 20 Engineers ? 7 days Improves repair rate of SHIVs and aircraft. As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly. Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you'll probably have Firestorms and Plasma Weapons, and not be too burdened by repair times.

Advanced Flight

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Archangel Armor §162(?), 25x Alloys 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers Flight 7 days Doubles fuel for Archangel Armor from 6 to 12, and Hover S.H.I.V. from 12 to 24. We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat. As Archangel Armor is the suit of choice for Snipers, especially ones with Squad Sight, the additional moves is appreciable.

Advanced Construction

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Sectopod Autopsy §187(?), 25x Alloys 2x Sectopod Wreck, 20x Weapon Fragments, 30x Engineers ? 14 days Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named "Rush construction: ON/OFF") The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM's vehicle and facility construction. At a significant cost, of course. A VERY late-game upgrade, the most use you will have left from this is filling out your Firestorm fleet, and, if you feel the need, reorganizing your base facilities in short order.

Stealth Satellites

Requirements Variable cost Fixed cost Research Credits applies Time Result Description Notes
Research: Alien Nav Computer §150, 20 Elerium, 20 Alloys 3 UFO Flight Computer, 20 Engineers 7 Days Makes satellites harder to detect by aliens. By studying the communication signatures of the UFO nav computers we've recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them. As long as you shoot down a UFO, it won't spawn a Battleship that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on Firestorms.

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization