Foundry (EU2012)

From UFOpaedia
Jump to navigation Jump to search
The Foundry.

The foundry allows for squad wide 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 Ant Farm 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 (ie Alien Grenade) remain static.

Foundry Projects

Name of project Requirements Variable cost Fixed cost Research Credits applies Time Effect Description Notes
Heavy Weapons Platform (SHIV) none §70 5 Engineers 7 days Alien grenades will become available in unlimited quantity, as the standard Frag Grenades. 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).
Alien Grenades Salvaged Alien Grenade §75, 10x Elerium, 25x Alloys 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers 7 days 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 Medkit Thin Man Autopsy §125 4x Thin Man Corpse, 20x Weapon Fragment, 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 4pts per heal), or in conjuction with it, for a total of 10pt heals per use. Plus Field Medic, that's up to 30 HP a mission.
Improved Arc Thrower Researched Arc Thrower and Elerium §100, 20 Elerium, 20 Alloys 4x Drone Wreck, 20x Weapon Fragment, 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 problably 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 5pt bar of HP each time, which in whole gives you some room for making any last captures.
Advanced Repair 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 problably have Firestorms and Plasma Weapons, and not be too burdened by repair times.
S.H.I.V. Laser Requirements: SHIV Project, Researched Heavy Lasers §100, 30x Alloys 15x Weapon Fragment, 10 Engineers Beam Weapon, 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 playstyle includes even some S.H.I.V. usage, this should be gotten at earliest oppertunity.
S.H.I.V. Plasma SHIV Project, Researched 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 oppertunity if you use them. If not: the 30 fragment price makes it unimportant. Does not require the Laser upgrade to be completed first.
S.H.I.V. Repair SHIV Project, Researched 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 Drones for whatever reason (none availible, can't get to them, ect).
Drone Capture Researched Arc Thrower, Drone Autopsy §175 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers 7 days Allows Arc Thrower to capture 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 Muton Autopsy §150, 90 Alloys 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers Beam Weapon 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.
Advanced Flight Researched 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 and Hover SHIV from 6 to 12. 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.
Advanced Construction Sectopod Autopsy §187(?), 25x Alloys 2x Sectopod wrecks, 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.
Improved Pistol I none §75 5x Weapon Fragment, 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...
Improved Pistol II Researched Beam Weapons §150 credits, 20 Alloys 25x Weapon Fragment, 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.
Improved Pistol III Researched Plasma Pistol §250, 20x Elerium, 20x Alloys 50x Weapon Fragment, 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 7 damage: a decent holdout weapon.
S.H.I.V. Suppression S.H.I.V. Project §20 15 Engineers ? (N+46) 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.
Stealth Satellites Researched 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.
S.C.O.P.E. Upgrade Researched 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.

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