Difference between revisions of "Foundry (Long War)"

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{{Template:STUB}}
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{{Toc (Long War)|65}}
  
 
{{Facilities Data Box (Long War)
 
{{Facilities Data Box (Long War)
|requires=Alien Weaponry
+
|image=Foundry.jpg
|manpower=n/a
+
|isize=256
|costs=§200
+
|effect=Development of new combat items and improvements to current items
|quicklycosts=§300, 10 Meld
+
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)
|power=5
+
|prerequisites=None
|maintenance=§25/mo
+
|other=None
|build time=10 days
+
|credits=200
|quickly build time=5 days
+
|alienaloys=0
|provides=Foundry projects
+
|elerium=0
|adjacency= Workshop: 5% refunds
+
|meld=0
 +
|build time=18
 +
|quick credits=300
 +
|quick alienaloys=0
 +
|quick elerium=0
 +
|quick meld=10
 +
|quick build time=9
 +
|maintenance=25
 +
|power=6
 
|}}
 
|}}
  
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.
+
The '''Foundry''' is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry has no prerequisites, so it can be built from the beginning and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.
 +
 
 +
The Foundry cannot be torn down once built.
  
 
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.  
 
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.  
Line 20: Line 30:
 
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
 
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
  
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.
+
One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.
  
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.
+
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.
  
 +
==Foundry Projects==
 +
===SHIV-Specific Upgrades===
 
{| class="wikitable"
 
{| class="wikitable"
|-
+
|- align="center"
!colspan="5" | Projects
+
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
|-
+
|-align="center"
! Name
+
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
! Requirements
+
 
! Cost
+
|- align="center"
! Effects
+
| Sentinel Drone
! Engineers
+
| -
|-
+
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.
!colspan="5" | SHIV-Specific Upgrades
+
| 50
|-
+
| [[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]
| SHIV Repair
+
| §150
| Drone Autopsy
+
| 40
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck
+
| 0
| Reduces SHIV repair time
+
| 20
|-
+
| 0
| SHIV Defenses
+
| 21
| Mobile Power Armor
+
| 1x Drone Wreck, <br /> 1x UFO Flight Computer
| §150, 30x Alloys, 2x Cyberdisk Wreck
+
 
| Unlocks two new utility items for SHIVs to increase their defensive capabilities
+
|- align="center"
|-
 
!colspan="5" | General Mechanical Unit Upgrades
 
|-
 
| Advanced Servomotors
 
| Mechtoid Autopsy
 
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core
 
| All SHIVs(?) and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for infantry and ''Elerium Turbos'' for MECs/SHIVs
 
|-
 
| Advanced Repair
 
| Heavy Floater Autopsy
 
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld
 
| Increases Interceptor and SHIV repair speed
 
|-
 
| Shaped Armor
 
| Floater Autopsy
 
| §300, 20x Elerium, 40x Alloys, 3x Meld, 3x Floater Corpses
 
| Increases health of mechanised units (SHIV, MEC)
 
| 35
 
|-
 
| MEC Close Combat
 
| Berserker Autopsy
 
| §300, 15x Elerium, 30x Alloys, 5x Meld, 5x Berserker Corpse
 
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn
 
|-
 
 
| SHIV Suppression
 
| SHIV Suppression
| Alien Weaponry
+
| Weapons
 +
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''.
 +
| 15
 +
| [[Research (Long War)#Materials and Aerospace|Alien Weaponry]]
 
| §40
 
| §40
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat
+
| 0
 +
| 5
 +
| 0
 +
| 0
 +
| 7
 +
| -
 +
|}
 +
 
 +
===General Mechanical Unit Upgrades===
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name  !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|- align="center"
 +
| Advanced Repair
 +
| Cybernetics
 +
| Reduces interceptor, MEC, SHIV, and item repair time by about one-third.
 +
| 45
 +
| [[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]
 +
| §500
 +
| 100
 +
| 0
 +
| 0
 +
| 80
 +
| 21
 +
| 4x Heavy Floater Corpse
 +
 
 +
|- align="center"
 +
| Advanced Servomotors
 +
| Cybernetics
 +
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs.
 +
| 45
 +
| [[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]
 +
| §300
 +
| 60
 +
| 0
 +
| 40
 +
| 70
 +
| 14
 +
| 8x Mechtoid Core
 +
 
 +
|- align="center"
 +
| Field Repairs
 +
| -
 +
| Allows Arc Throwers to be used to repair SHIVS and MECs.
 
| 15
 
| 15
|-
+
| [[Research (Long War)#Alien Autopsies|Drone Autopsy]]
 +
| §100
 +
| 10
 +
| 10
 +
| 10
 +
| 10
 +
| 14
 +
| 10x Drone Wreck
 +
 
 +
|- align="center"
 
| Jellied Elerium
 
| Jellied Elerium
| Elerium
+
| Cybernetics
| §300, 30x Elerium
+
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''.
| Increases Flamethrower damage by ~50%.
+
| 45
 +
| [[Research (Long War)#Materials and Aerospace|Elerium]]
 +
| §100
 +
| 40
 +
| 50
 +
| 80
 +
| 40
 +
| 10
 +
| -
 +
 
 +
|- align="center"
 +
| MEC Close Combat
 +
| Cybernetics
 +
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn.
 +
| 50
 +
| [[Research (Long War)#Alien Autopsies|Berserker Autopsy]]
 +
| §300
 +
| 60
 +
| 30
 +
| 30
 +
| 40
 +
| 7
 +
| 8x Berserker Corpse
 +
 
 +
|-align="center"
 +
| MEC Warfare Systems
 +
| Cybernetics
 +
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items.
 +
| 20
 +
| [[Research (Long War)#Xenology|Alien Biocybernetics]]
 +
| §25
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 7
 +
| -
 +
 
 +
|- align="center"
 +
| Mechanized Unit Defenses
 +
| Armor
 +
| Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities.
 +
| 30
 +
| [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Advanced Body Armor]]
 +
| §150
 +
| 60
 
| 25
 
| 25
|-
+
| 0
!colspan="5" | General Weapon Upgrades
+
| 0
|-
+
| 10
 +
| 2x Cyberdisc Wreck
 +
 
 +
|- align="center"
 +
| Shaped Armor
 +
| Armor
 +
| Increases health of mechanized units (SHIV, MEC) by 3.
 +
| 35
 +
| [[Research (Long War)#Alien Autopsies|Floater Autopsy]]
 +
| §300
 +
| 80
 +
| 0
 +
| 40
 +
| 40
 +
| 21
 +
| 25x Floater Corpse
 +
|}
 +
 
 +
===General Weapon Upgrades===
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|-align="center"
 +
| Alien Grenades
 +
| -
 +
| Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.<br>Bonuses also apply to the MEC Grenade Launcher.
 +
| 35
 +
| [[Research (Long War)#Alien Autopsies|Muton Autopsy]]
 +
| §100
 +
| 20
 +
| 20
 +
| 50
 +
| 0
 +
| 7
 +
| 1x Alien Grenade (from live capture)
 +
 
 +
|-align="center"
 +
| Ammo Conservation
 +
| Weapons
 +
| Increases the ammo capacity of weapons by 1 shot/burst.
 +
| 60
 +
| [[Research (Long War)#Alien Autopsies|Muton Autopsy]]
 +
| §500
 +
| 80
 +
| 100
 +
| 0
 +
| 50
 +
| 14
 +
| 20x Muton Corpses
 +
 
 +
|-align="center"
 
| Enhanced Ballistics
 
| Enhanced Ballistics
| Alien Materials
+
| Weapons
| §80, 5x Alloys
+
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1.
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.
+
| 10
 +
| [[Research (Long War)#Materials and Aerospace|Alien Materials]]
 +
| §80
 
| 10
 
| 10
|-
+
| 20
 +
| 0
 +
| 0
 +
| 7
 +
| -
 +
 
 +
|-align="center"
 
| Enhanced Lasers
 
| Enhanced Lasers
| Advanced Beam Lasers
+
| Laser Weapons<br>Weapons
| §150, 20x Alloys, 15x Weapon Fragments
+
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1.
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.
+
| 30
| 55
+
| [[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]
|-
+
| §150
 +
| 40
 +
| 15
 +
| 0
 +
| 0
 +
| 14
 +
| -
 +
 
 +
|- align="center"
 
| Enhanced Plasma
 
| Enhanced Plasma
| Precision Plasma Weapons
+
| Plasma Weapons<br>Weapons
| §?, ?
+
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1.
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.
+
| 120
|-
+
| [[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]
| Ammo Conservation
+
| §500
| Muton Autopsy
+
| 100
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments
+
| 100
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).
+
| 100
| 55
+
| 0
|-
+
| 21
!colspan="5" | Pistol Upgrades
+
| 1x Plasma Dragon
|-
+
 
 +
|-align="center"
 +
| Quenchguns
 +
| Gauss Weapons<br>Weapons
 +
| Doubles the DR reduction of gauss weapons to 0.67.
 +
| 60
 +
| [[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]
 +
| §250
 +
| 40
 +
| 80
 +
| 50
 +
| 25
 +
| 14
 +
| 2x Alien Carbine
 +
|}
 +
 
 +
===General Equipment Upgrades===
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|-align="center"
 +
| Advanced Flight
 +
| Aerospace
 +
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV).
 +
| 50
 +
| [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Antigrav Systems]]
 +
| §325
 +
| 40
 +
| 0
 +
| 40
 +
| 0
 +
| 14
 +
| 5x Drone Wreck, <br /> 5x Heavy Floater Corpse, <br /> 5x Cyberdisc Wreck
 +
 
 +
|-align="center"
 +
| Drone Capture
 +
| Cybernetics
 +
| XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture).
 +
| 75
 +
| [[Research (Long War)#Laser and Gauss Weapons|EMP Weapons]]
 +
| §100
 +
| 0
 +
| 50
 +
| 10
 +
| 0
 +
| 14
 +
| 30x Drone Wreck
 +
 
 +
|-align="center"
 +
| Improved Arc Thrower
 +
| -
 +
| Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP).
 +
| 30
 +
| [[Research (Long War)#Materials and Aerospace|Alien Power Systems]]
 +
| §100
 +
| 40
 +
| 30
 +
| 40
 +
| 0
 +
| 14
 +
| 10x Drone Wreck
 +
 
 +
|-align="center"
 +
| Improved Medikit
 +
| Cybernetics
 +
| Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge.
 +
| 12
 +
| [[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]
 +
| §180
 +
| 0
 +
| 0
 +
| 0
 +
| 20
 +
| 7
 +
| 20x Thin Man Corpse
 +
 
 +
|-align="center"
 +
| New Combat Systems
 +
| -
 +
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.
 +
| 30
 +
| [[Research (Long War)#Materials and Aerospace|Experimental Warfare]]
 +
| §100
 +
| 30
 +
| 50
 +
| 20
 +
| 0
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
| Psi Warfare Systems
 +
| Psionics
 +
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment.
 +
| 40
 +
| [[Research (Long War)#Xenology|Xenopsionics]]
 +
| §100
 +
| 0
 +
| 30
 +
| 20
 +
| 40
 +
| 14
 +
| 12x Sectoid Corpse
 +
 
 +
|-align="center"
 +
| SCOPE Upgrade
 +
| Weapons
 +
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.
 +
| 25
 +
| [[Research (Long War)#Materials and Aerospace|Experimental Warfare]]
 +
| §100
 +
| 0
 +
| 35
 +
| 0
 +
| 0
 +
| 7
 +
| 1x SCOPE
 +
 
 +
|-align="center"
 +
| Tactical Rigging
 +
| Armor
 +
| Grants one extra item slot to soldiers.
 +
| 80
 +
| [[Research (Long War)#Alien Autopsies|Muton Elite Autopsy]]
 +
| §500
 +
| 100
 +
| 100
 +
| 0
 +
| 60
 +
| 21
 +
| 20x Muton Elite Corpse
 +
|}
 +
 
 +
===Pistol Upgrades===
 +
These upgrades apply to all pistols and machine pistols.
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|-align="center"
 
| Mag Pistols
 
| Mag Pistols
| Alien Weaponry
+
| Weapons
| §35, 5x Weapon Fragments
+
| Grants +8% critical hit chance to all pistols.
| Increases chance of scoring a critical hit with pistols
 
 
| 10
 
| 10
|-
+
| [[Research (Long War)#Materials and Aerospace|Alien Weaponry]]
 +
| §35
 +
| 0
 +
| 5
 +
| 0
 +
| 0
 +
| 7
 +
| -  
 +
 
 +
|-align="center"
 
| Rail Pistols
 
| Rail Pistols
| Gauss Weapons
+
| Gauss Weapons<br>Weapons
| §90, 5x Alloys, 25x Weapon Fragments
+
| Grants +8% aim to all pistols.
| +10% Aim for pistols?
+
| 20
|-
+
| [[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]
 +
| §90
 +
| 10
 +
| 35
 +
| 0
 +
| 0
 +
| 10
 +
| -
 +
 
 +
|-align="center"
 
| Reflex Pistols
 
| Reflex Pistols
| Compact Plasma Weapons
+
| Plasma Weapons<br>Weapons
| §?, ?
+
| Grants +1 base damage to all pistols.
|  
+
| 35
|-
+
| [[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]]
!colspan="5" | Aerospace Improvements
+
| §145
|-
+
| 30
 +
| 60
 +
| 30
 +
| 0
 +
| 14
 +
| 1x Alien Pistol
 +
|}
 +
 
 +
===Material Recovery===
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|-align="center"
 +
| Improved Salvage
 +
| -
 +
| Increases weapon fragment recovery by 20%.
 +
| 20
 +
| [[Research (Long War)#Materials and Aerospace|Alien Materials]]
 +
| §200
 +
| 40
 +
| 0
 +
| 20
 +
| 40
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
| Alien Metallurgy
 +
| -
 +
| Increases alien alloy recovery by 20%.
 +
| 20
 +
| [[Research (Long War)#Materials and Aerospace|Alien Materials]]
 +
| §300
 +
| 30
 +
| 0
 +
| 10
 +
| 100
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 +
| Alien Nucleonics
 +
| -
 +
| Increases elerium recovery by 20%.
 +
| 45
 +
| [[Research (Long War)#Materials and Aerospace|Alien Power Systems]]
 +
| §500
 +
| 120
 +
| 0
 +
| 40
 +
| 150
 +
| 14
 +
| -
 +
|}
 +
 
 +
===Base Security Upgrades===
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|-align="center"
 +
| Advanced Surgery
 +
| Cybernetics
 +
| Decreases soldier wound times by 30%.
 +
| 45
 +
| [[Research (Long War)#Xenology|Alien Biocybernetics]]
 +
| §600
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 21
 +
| 12x Alien Stasis Tank,<br /> 12x Alien Surgery
 +
 
 +
|-align="center"
 +
| Base Security: Armor
 +
| -
 +
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission.
 +
| 25
 +
| [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Improved Body Armor]]
 +
| §20
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 3
 +
| -
 +
 
 +
|-align="center"
 +
| Base Security: Weapons
 +
| -
 +
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission.
 +
| 25
 +
| [[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]
 +
| §40
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 3
 +
| -
 +
|}
 +
 
 +
===Aerospace Improvements===
 +
{| class="wikitable"
 +
|- align="center"
 +
!rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 +
|-align="center"
 +
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 
 +
|-align="center"
 
| Aircraft Boosters
 
| Aircraft Boosters
| Alien Materials
+
| Aerospace<br>Laser Weapons
| §50, 10x Weapon Fragments, 10x Meld
+
| Allows production of one-time 'boosters' for interception.
| Allows production of usable 'booster' items for interception
 
 
| 10
 
| 10
|-
+
| [[Research (Long War)#Materials and Aerospace|Alien Materials]]
 +
| §50
 +
| 0
 +
| 10
 +
| 0
 +
| 10
 +
| 7
 +
| -
 +
 
 +
|-align="center"
 +
| Armored Fighters
 +
| Aerospace<br>Armor
 +
| Increases all interceptor HP by 1000.
 +
| 30
 +
| [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]]
 +
| §400
 +
| 200
 +
| 0
 +
| 60
 +
| 70
 +
| 14
 +
| 30x Floater Corpse
 +
 
 +
|-align="center"
 
| Elerium Afterburners
 
| Elerium Afterburners
| Alien Propulsion
+
| Aerospace
| §300, 15x Elerium, 15x Alloys, 2x Alien Power Source
+
| Increases interceptor combat time by 5 seconds.
| Increases Interceptor combat time.
+
| 45
|-
+
| [[Research (Long War)#Materials and Aerospace|Alien Propulsion]]
| Armored Fighters
+
| §200
| Advanced Aerospace Concepts
+
| 30
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld
+
| 0
| Increases Interceptor HP.
+
| 30
|-
+
| 0
| Wingtip Sparrowhawks
+
| 14
| Advanced Aerospace Concepts
+
| 2x UFO Power Source
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld
+
 
| Grants Interceptors secondary armor-piercing missiles.
+
|-align="center"
| 55
+
| Improved Avionics
|-
+
| Aerospace
 +
| Increases interceptor aim by 10.
 +
| 40
 +
| [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]]
 +
| §400
 +
| 10
 +
| 50
 +
| 0
 +
| 0
 +
| 14
 +
| 3x UFO Flight Computer
 +
 
 +
|-align="center"
 
| Penetrator Weapons
 
| Penetrator Weapons
| Advanced Aerospace Concepts
+
| Aerospace
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers
+
| Increases armor penetration of air weapons by 25%.
| Increases armor penetration of air-to-air weapons.
 
|-
 
| Super Skyranger
 
| Advanced Aerospace Concepts
 
| §200, 20x Alloys
 
| Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault
 
 
| 35
 
| 35
|-
+
| [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]]
| Improved Avionics
+
| §300
| Advanced Aerospace Concepts
+
| 80
| §400, 35x Weapon Fragments, 3x UFO Flight Computers
+
| 45
| Increases Interceptor hit chance.
+
| 0
|-
+
| 0
 +
| 14
 +
| 3x Cyberdisc Wreck<br>3x UFO Flight Computer
 +
 
 +
|-align="center"
 +
| Phoenix Coilguns
 +
| Gauss Weapons
 +
| Increases the Phoenix Cannon's damage by 90 and armor penetration by 65%.
 +
| 50
 +
| [[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]
 +
| §300
 +
| 120
 +
| 100
 +
| 60
 +
| 40
 +
| 14
 +
| 2x UFO Power Source
 +
 
 +
|-align="center"
 
| Stealth Satellites
 
| Stealth Satellites
| Stealth Systems
+
| -
| §?, ?
+
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
| Decreases chance of satellites being detected by alien patrols
+
| 115
|-
+
| [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Stealth Systems]]
 +
| §1200
 +
| 200
 +
| 0
 +
| 200
 +
| 0
 +
| 28
 +
| 10x UFO Flight Computer
 +
 
 +
|-align="center"
 
| Supercapacitors
 
| Supercapacitors
| Advanced Pulse Lasers
+
| Laser Weapons
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment
+
| Upgrades Laser Cannon damage by 10, armor penetration by 30%, and increases rate of fire from 1 to 0.75.
| Upgrades fire rate and armor penetration of aerial Laser Cannons.
+
| 70
|-
+
| [[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]
 +
| §800
 +
| 150
 +
| 100
 +
| 200
 +
| 80
 +
| 21
 +
| 6x UFO Power Source
 +
 
 +
|-align="center"
 +
| Super Skyranger
 +
| Aerospace
 +
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
 +
| 35
 +
| [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]]
 +
| §200
 +
| 60
 +
| 0
 +
| 0
 +
| 0
 +
| 14
 +
| -
 +
 
 +
|-align="center"
 
| UFO Countermeasures
 
| UFO Countermeasures
| Seeker Autopsy
+
| Aerospace
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers
+
| Increases interceptor dodge chance by +15%.
| Increases Interceptor dodge chance.
+
| 50
| 30
+
| [[Research (Long War)#Alien Autopsies|Seeker Autopsy]]
|-
+
| §350
 +
| 10
 +
| 40
 +
| 60
 +
| 0
 +
| 14
 +
| 4x Seeker Wreck<br>4x UFO Flight Computer
 +
 
 +
|-align="center"
 +
| UFO Scanners
 +
| -
 +
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
 +
| 40
 +
| [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]]
 +
| §65
 +
| 10
 +
| 0
 +
| 10
 +
| 0
 +
| 14
 +
| 2x UFO Flight Computer
 +
 
 +
|-align="center"
 
| UFO Tracking
 
| UFO Tracking
| Alien Power Systems
+
| Aerospace
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer
+
| Increases the chance of interceptors detecting UFOs without Satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions
+
| 40
|-
+
| [[Research (Long War)#Materials and Aerospace|Alien Power Systems]]
!colspan="5" | Material Recovery
+
| §300
|-
+
| 20  
| Alien Nucleonics
+
| 0
| Alien Power Systems
+
| 40
| §500, 20x Elerium, 60x Alloys, 80x Meld
+
| 0
| Increases Elerium recovery from combat.
+
| 28
|-
+
| 2x UFO Flight Computer
| Alien Metallurgy
+
 
| Alien Materials
+
|-align="center"
| §300, 5x Elerium, 15x Alloys, 60x Meld
+
| Wingtip Sparrowhawks
| Increases alloy salvage from crash sites by between 15 and 20 percent
+
| Aerospace<br>Gauss Weapons
| 20
+
| Grants interceptors secondary armor-piercing missiles (1/2 Stingray Missile damage) in addition to their primary weapons.
|-
+
| 50
| Improved Salvage
+
| [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]]
| Alien Materials
+
| §400
| §200, x10 Elerium, x20 Alloys, x30 Meld
+
| 80
| Increases weapon fragment recovery from combat by 25%
+
| 40
| 20
 
|-
 
!colspan="5" | Miscellaneous
 
|-
 
| Drone Capture
 
| EMP Weapons
 
| §?, ?
 
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.
 
|-
 
| Improved Arc Thrower
 
| Alien Power Systems
 
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments
 
| Increases stunning ability of the Arc Thrower
 
|-
 
| Tactical Rigging
 
| Muton Elite Autopsy
 
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse
 
| Grants one extra item slot to soldiers.
 
|-
 
| Alien Grenades
 
| Muton Autopsy
 
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment
 
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades<br>Also increases the firepower of the MEC Grenade Launcher
 
| 35
 
|-
 
| Advanced Surgery
 
| Alien Biocybernetics
 
| §600, 12x Alien Surgery, 12x Alien Stasis Tank
 
| Increases soldier healing rate by using alien technology
 
| 45
 
|-
 
| Improved Medikit
 
| Thin Man Autopsy
 
| §180, 10x Thin Man Corpses, 10x Meld
 
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge
 
|-
 
| Advanced Flight
 
| Antigrav Systems
 
| §335, 20x Elerium, 20x Alloys, 2x Drone Wreck, 2x Heavy Floater Corpse, 2x Cyberdisc Wreck
 
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)
 
|-
 
| New Combat Systems
 
| Experimental Warfare
 
| §100, 10 Elerium, 15 Alloys
 
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects
 
|-
 
| SCOPE Upgrade
 
| Experimental Warfare
 
| §50, 15x Weapon Fragment
 
| SCOPE increases user's chance of scoring a critical hit by 10%<br>May also increase crit chance when using Laser Sight by 5%
 
|-
 
| MEC Warfare Systems
 
| Alien Biocybernetics
 
| §?, ?
 
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)
 
 
| 20
 
| 20
|-
+
| 40
 +
| 21
 +
| -
 
|}
 
|}
  
 +
==See also==
 +
{{ Facilities (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Long War]]
[[Category: HQ Facilities (Long War)]]
+
[[Category: Facilities (Long War)]]

Latest revision as of 06:10, 29 November 2021

Foundry.jpg
Effect Development of new combat items and improvements to current items
Adjacency Bonus Workshop
(+5% discount/refund)
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 10 | 9
Maintenance §25
Power 6


The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry has no prerequisites, so it can be built from the beginning and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.

The Foundry cannot be torn down once built.

Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.

Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.

One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the Equipment page.

Many Foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.

Foundry Projects

SHIV-Specific Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Sentinel Drone - Grants SHIVs the Repair Servos and Close Combat Specialist perk. 50 Cyberdisc Autopsy §150 40 0 20 0 21 1x Drone Wreck,
1x UFO Flight Computer
SHIV Suppression Weapons Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat. Also unlocks Advanced Suppression Module. 15 Alien Weaponry §40 0 5 0 0 7 -

General Mechanical Unit Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Repair Cybernetics Reduces interceptor, MEC, SHIV, and item repair time by about one-third. 45 Heavy Floater Autopsy §500 100 0 0 80 21 4x Heavy Floater Corpse
Advanced Servomotors Cybernetics All SHIVs and MECs are granted the Sprinter perk upon completing the project. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. 45 Mechtoid Autopsy §300 60 0 40 70 14 8x Mechtoid Core
Field Repairs - Allows Arc Throwers to be used to repair SHIVS and MECs. 15 Drone Autopsy §100 10 10 10 10 14 10x Drone Wreck
Jellied Elerium Cybernetics Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the Incinerator Module. 45 Elerium §100 40 50 80 40 10 -
MEC Close Combat Cybernetics Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn. 50 Berserker Autopsy §300 60 30 30 40 7 8x Berserker Corpse
MEC Warfare Systems Cybernetics Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items. 20 Alien Biocybernetics §25 0 0 0 0 7 -
Mechanized Unit Defenses Armor Unlocks the Core Armoring and Alloy Carbide Plating items for MECs and SHIVs to increase their defensive capabilities. 30 Advanced Body Armor §150 60 25 0 0 10 2x Cyberdisc Wreck
Shaped Armor Armor Increases health of mechanized units (SHIV, MEC) by 3. 35 Floater Autopsy §300 80 0 40 40 21 25x Floater Corpse

General Weapon Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Alien Grenades - Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.
Bonuses also apply to the MEC Grenade Launcher.
35 Muton Autopsy §100 20 20 50 0 7 1x Alien Grenade (from live capture)
Ammo Conservation Weapons Increases the ammo capacity of weapons by 1 shot/burst. 60 Muton Autopsy §500 80 100 0 50 14 20x Muton Corpses
Enhanced Ballistics Weapons Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1. 10 Alien Materials §80 10 20 0 0 7 -
Enhanced Lasers Laser Weapons
Weapons
Unlocks Enhanced Beam Optics, which increases beam/pulse Laser weapons damage by +1. 30 Advanced Beam Lasers §150 40 15 0 0 14 -
Enhanced Plasma Plasma Weapons
Weapons
All plasma-tier weapons receive +1 base damage. Also unlocks Plasma Stellerator, which increases plasma weapons damage by +1. 120 Precision Plasma Weapons §500 100 100 100 0 21 1x Plasma Dragon
Quenchguns Gauss Weapons
Weapons
Doubles the DR reduction of gauss weapons to 0.67. 60 Advanced Gauss Weapons §250 40 80 50 25 14 2x Alien Carbine

General Equipment Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Flight Aerospace Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV). 50 Antigrav Systems §325 40 0 40 0 14 5x Drone Wreck,
5x Heavy Floater Corpse,
5x Cyberdisc Wreck
Drone Capture Cybernetics XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). 75 EMP Weapons §100 0 50 10 0 14 30x Drone Wreck
Improved Arc Thrower - Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP). 30 Alien Power Systems §100 40 30 40 0 14 10x Drone Wreck
Improved Medikit Cybernetics Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge. 12 Thin Man Autopsy §180 0 0 0 20 7 20x Thin Man Corpse
New Combat Systems - Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §100 30 50 20 0 14 -
Psi Warfare Systems Psionics Like New Combat Systems, unlocks an assortment of psionic special equipment. 40 Xenopsionics §100 0 30 20 40 14 12x Sectoid Corpse
SCOPE Upgrade Weapons Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. 25 Experimental Warfare §100 0 35 0 0 7 1x SCOPE
Tactical Rigging Armor Grants one extra item slot to soldiers. 80 Muton Elite Autopsy §500 100 100 0 60 21 20x Muton Elite Corpse

Pistol Upgrades

These upgrades apply to all pistols and machine pistols.

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Mag Pistols Weapons Grants +8% critical hit chance to all pistols. 10 Alien Weaponry §35 0 5 0 0 7 -
Rail Pistols Gauss Weapons
Weapons
Grants +8% aim to all pistols. 20 Gauss Weapons §90 10 35 0 0 10 -
Reflex Pistols Plasma Weapons
Weapons
Grants +1 base damage to all pistols. 35 Compact Plasma Weapons §145 30 60 30 0 14 1x Alien Pistol

Material Recovery

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Improved Salvage - Increases weapon fragment recovery by 20%. 20 Alien Materials §200 40 0 20 40 14 -
Alien Metallurgy - Increases alien alloy recovery by 20%. 20 Alien Materials §300 30 0 10 100 14 -
Alien Nucleonics - Increases elerium recovery by 20%. 45 Alien Power Systems §500 120 0 40 150 14 -

Base Security Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Surgery Cybernetics Decreases soldier wound times by 30%. 45 Alien Biocybernetics §600 0 0 0 0 21 12x Alien Stasis Tank,
12x Alien Surgery
Base Security: Armor - Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. 25 Improved Body Armor §20 0 0 0 0 3 -
Base Security: Weapons - Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. 25 Beam Lasers §40 0 0 0 0 3 -

Aerospace Improvements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Aerospace
Laser Weapons
Allows production of one-time 'boosters' for interception. 10 Alien Materials §50 0 10 0 10 7 -
Armored Fighters Aerospace
Armor
Increases all interceptor HP by 1000. 30 Advanced Aerospace Concepts §400 200 0 60 70 14 30x Floater Corpse
Elerium Afterburners Aerospace Increases interceptor combat time by 5 seconds. 45 Alien Propulsion §200 30 0 30 0 14 2x UFO Power Source
Improved Avionics Aerospace Increases interceptor aim by 10. 40 Advanced Aerospace Concepts §400 10 50 0 0 14 3x UFO Flight Computer
Penetrator Weapons Aerospace Increases armor penetration of air weapons by 25%. 35 Advanced Aerospace Concepts §300 80 45 0 0 14 3x Cyberdisc Wreck
3x UFO Flight Computer
Phoenix Coilguns Gauss Weapons Increases the Phoenix Cannon's damage by 90 and armor penetration by 65%. 50 Gauss Weapons §300 120 100 60 40 14 2x UFO Power Source
Stealth Satellites - Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second). 115 Stealth Systems §1200 200 0 200 0 28 10x UFO Flight Computer
Supercapacitors Laser Weapons Upgrades Laser Cannon damage by 10, armor penetration by 30%, and increases rate of fire from 1 to 0.75. 70 Advanced Pulse Lasers §800 150 100 200 80 21 6x UFO Power Source
Super Skyranger Aerospace Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault. 35 Advanced Aerospace Concepts §200 60 0 0 0 14 -
UFO Countermeasures Aerospace Increases interceptor dodge chance by +15%. 50 Seeker Autopsy §350 10 40 60 0 14 4x Seeker Wreck
4x UFO Flight Computer
UFO Scanners - Add UFO HP display to the interception screen for UFO classes that have their analyses complete. 40 Advanced Aerospace Concepts §65 10 0 10 0 14 2x UFO Flight Computer
UFO Tracking Aerospace Increases the chance of interceptors detecting UFOs without Satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions. 40 Alien Power Systems §300 20 0 40 0 28 2x UFO Flight Computer
Wingtip Sparrowhawks Aerospace
Gauss Weapons
Grants interceptors secondary armor-piercing missiles (1/2 Stingray Missile damage) in addition to their primary weapons. 50 Advanced Aerospace Concepts §400 80 40 20 40 21 -

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop