Difference between revisions of "HQ Facilities (Long War)"
(added/fixed beta13 base cost/time/upkeep/power for each facilities.) |
|||
Line 34: | Line 34: | ||
Access Lifts are required to reach the lower levels of your base. |
Access Lifts are required to reach the lower levels of your base. |
||
+ | '''Construction''' : §100 for 7 days. |
||
− | The base cost and time to construct is §60 and 5 days. It requires 2 power and costs §10 to maintain each month. |
||
+ | <br>'''Upkeep''' : §10 |
||
+ | <br>'''Power''' : -2 |
||
===[[Alien Containment (Long War)|Alien Containment]]=== |
===[[Alien Containment (Long War)|Alien Containment]]=== |
||
Houses aliens for interrogation. Requires Xenobiology to construct. |
Houses aliens for interrogation. Requires Xenobiology to construct. |
||
+ | '''Construction''' : §200 + 10 alloys for 14 days. |
||
− | The base cost and time to construct is §120, 10x alloys, and 6 days. It costs 10 power and §30 to maintain each month. |
||
+ | <br>'''Upkeep''' : §30 |
||
+ | <br>'''Power''' : -10 |
||
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]=== |
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]=== |
||
Allows the conversion of soldiers to [[MEC Trooper (Long War)|MEC Troopers]]. |
Allows the conversion of soldiers to [[MEC Trooper (Long War)|MEC Troopers]]. |
||
+ | |||
+ | '''Construction''' : §300 for 21 days. |
||
+ | <br>'''Upkeep''' : $35 |
||
+ | <br>'''Power''' : -6 |
||
===[[Fission Generator (Long War)|Fission Generator]]=== |
===[[Fission Generator (Long War)|Fission Generator]]=== |
||
− | + | Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator. |
|
+ | '''Construction''' : §120 for 10 days. Or §180 + 10 meld for 5 days. |
||
− | The base cost and time to construct is §72 and 6 days. It costs §25 to maintain each month. |
||
+ | <br>'''Upkeep''' : $25 |
||
+ | <br>'''Power''' : +6 |
||
===[[Elerium Generator (Long War)|Elerium Generator]]=== |
===[[Elerium Generator (Long War)|Elerium Generator]]=== |
||
+ | Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator. |
||
+ | |||
+ | '''Construction''' : §400 + 30 elerium + 30 alloys for 25 days. |
||
+ | <br>'''Upkeep''' : §25 |
||
+ | <br>'''Power''' : +35 |
||
===[[Thermo Generator (Long War)|Thermo Generator]]=== |
===[[Thermo Generator (Long War)|Thermo Generator]]=== |
||
− | + | Provides power (but must be built on a steam vent) and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator. |
|
+ | '''Construction''' : §350 for 21 days. |
||
− | The base cost and time to construct is §350 and 21 days. It requires §35 to maintain each month. |
||
+ | <br>'''Upkeep''' : §35 |
||
+ | <br>'''Power''' : +25 |
||
===[[Foundry (Long War)|Foundry]]=== |
===[[Foundry (Long War)|Foundry]]=== |
||
Allows research of foundry projects. |
Allows research of foundry projects. |
||
+ | |||
+ | '''Construction''' : §200 for 18 days. |
||
+ | <br>'''Upkeep''' : §25 |
||
+ | <br>'''Power''' : -5 |
||
===[[Genetics Lab (Long War)|Genetics Lab]]=== |
===[[Genetics Lab (Long War)|Genetics Lab]]=== |
||
Allows [[Gene Mods (Long War)|genetic modification]] of soldiers. |
Allows [[Gene Mods (Long War)|genetic modification]] of soldiers. |
||
+ | |||
+ | '''Construction''' : §200 for 21 days. |
||
+ | <br>'''Upkeep''' : §30 |
||
+ | <br>'''Power''' : -4 |
||
===[[Hyperwave Relay (Long War)|Hyperwave Relay]]=== |
===[[Hyperwave Relay (Long War)|Hyperwave Relay]]=== |
||
Allows detection of [[UFOs (Long War)#Overseer|special UFOs]], and shows extended information about UFOs when they are detected. |
Allows detection of [[UFOs (Long War)#Overseer|special UFOs]], and shows extended information about UFOs when they are detected. |
||
+ | |||
+ | '''Construction''' : §600 + 30 elerium + 50 alloys for 28 days. |
||
+ | <br>'''Upkeep''' : §100 |
||
+ | <br>'''Power''' : -15 |
||
===[[Laboratory (Long War)|Laboratory]]=== |
===[[Laboratory (Long War)|Laboratory]]=== |
||
− | Speeds up research |
+ | Speeds up research by 20%, +10% bonus for each adjacent laboratories or genetics lab. |
+ | |||
+ | '''Construction''' : §200 for 21 days. Or §300 + 10 meld for 11 days. |
||
+ | <br>'''Upkeep''' : §30 |
||
+ | <br>'''Power''' : -4 |
||
===[[Officer Training School (Long War)|Officer Training School]]=== |
===[[Officer Training School (Long War)|Officer Training School]]=== |
||
Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal. |
Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal. |
||
+ | '''Construction''' : §200 for 7 days. |
||
− | The base cost and time to construct is §120 and 5 days. It requires 1 power and §25 to maintain each month. |
||
+ | <br>'''Upkeep''' : §10 |
||
+ | <br>'''Power''' : -1 |
||
===[[Psionics Labs (Long War)|Psionic Labs]]=== |
===[[Psionics Labs (Long War)|Psionic Labs]]=== |
||
Allow soldiers to train [[Psionic (Long War)|psionic]] abilities. |
Allow soldiers to train [[Psionic (Long War)|psionic]] abilities. |
||
+ | |||
+ | '''Construction''' : §250 for 21 days. |
||
+ | <br>'''Upkeep''' : §30 |
||
+ | <br>'''Power''' : -5 |
||
===[[Satellite Nexus (Long War)|Satellite Nexus]]=== |
===[[Satellite Nexus (Long War)|Satellite Nexus]]=== |
||
− | A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink |
+ | A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink. |
+ | |||
+ | '''Construction''' : §300 + 10 elerium + 25 alloys + 2 UFO flight computers for 21 days. |
||
+ | <br>'''Upkeep''' : §30 |
||
+ | <br>'''Power''' : -8 |
||
===[[Satellite Uplink (Long War)|Satellite Uplink]]=== |
===[[Satellite Uplink (Long War)|Satellite Uplink]]=== |
||
A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus. |
A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus. |
||
+ | To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff. |
||
+ | '''Construction''' : §200 for 21 days. Or §300 + 10 meld for 11 days. |
||
− | To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff. The base cost and time to construct is §200 for 21 days (or §300 + 10 meld for 11 days). It requires 5 power and costs §20 to maintain each month. |
||
+ | <br>'''Upkeep''' : §20 |
||
+ | <br>'''Power''' : -5 |
||
===[[Workshop (Long War)|Workshop]]=== |
===[[Workshop (Long War)|Workshop]]=== |
||
⚫ | |||
+ | Requires 10/? engineers. |
||
+ | '''Construction''' : §200 for 21 days. |
||
⚫ | |||
+ | <br>'''Upkeep''' : §30 |
||
− | |||
+ | <br>'''Power''' : -4 |
||
− | The Workshop costs §200 and 4 power, as well as requiring 10/? engineers. |
||
− | |||
[[Category: Long War]] |
[[Category: Long War]] |
Revision as of 23:06, 29 August 2014
HQ facilities
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.
Static facilities
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.
Mission Control
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.
Situation Room
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.
Engineering
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.
Research Labs
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.
Barracks
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.
Hangar
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.
Additional facilities
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.
Access Lift
Access Lifts are required to reach the lower levels of your base.
Construction : §100 for 7 days.
Upkeep : §10
Power : -2
Alien Containment
Houses aliens for interrogation. Requires Xenobiology to construct.
Construction : §200 + 10 alloys for 14 days.
Upkeep : §30
Power : -10
Cybernetics Lab
Allows the conversion of soldiers to MEC Troopers.
Construction : §300 for 21 days.
Upkeep : $35
Power : -6
Fission Generator
Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.
Construction : §120 for 10 days. Or §180 + 10 meld for 5 days.
Upkeep : $25
Power : +6
Elerium Generator
Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.
Construction : §400 + 30 elerium + 30 alloys for 25 days.
Upkeep : §25
Power : +35
Thermo Generator
Provides power (but must be built on a steam vent) and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.
Construction : §350 for 21 days.
Upkeep : §35
Power : +25
Foundry
Allows research of foundry projects.
Construction : §200 for 18 days.
Upkeep : §25
Power : -5
Genetics Lab
Allows genetic modification of soldiers.
Construction : §200 for 21 days.
Upkeep : §30
Power : -4
Hyperwave Relay
Allows detection of special UFOs, and shows extended information about UFOs when they are detected.
Construction : §600 + 30 elerium + 50 alloys for 28 days.
Upkeep : §100
Power : -15
Laboratory
Speeds up research by 20%, +10% bonus for each adjacent laboratories or genetics lab.
Construction : §200 for 21 days. Or §300 + 10 meld for 11 days.
Upkeep : §30
Power : -4
Officer Training School
Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal.
Construction : §200 for 7 days.
Upkeep : §10
Power : -1
Psionic Labs
Allow soldiers to train psionic abilities.
Construction : §250 for 21 days.
Upkeep : §30
Power : -5
Satellite Nexus
A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink.
Construction : §300 + 10 elerium + 25 alloys + 2 UFO flight computers for 21 days.
Upkeep : §30
Power : -8
Satellite Uplink
A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus. To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff.
Construction : §200 for 21 days. Or §300 + 10 meld for 11 days.
Upkeep : §20
Power : -5
Workshop
A Workshop gives the player a direct 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used ; plus an adjacency bonus of 5% with workshops/foundy/cybernetic lab. The total discount cannot exceed 50%. Requires 10/? engineers.
Construction : §200 for 21 days.
Upkeep : §30
Power : -4