HQ Facilities (Long War)

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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.

Facilities

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

Xcom Base Facilities (Long War)
Name Requirements Materials Upkeep Power Build Time Synergy Effect
Access Lift None §100 §10 -2 7 Days None Allows excavation and construction at each level of your base
Alien Containment Xenobiology §200
10 Alloys
§35 -6 14 Days None Houses aliens for interrogation
Cybernetics Lab Alien Biocybernetics §300 §35 -6 21 Days +5% adjacency bonus for workshop/foundry Allows the conversion of soldiers to MEC Troopers
Fission Generator None §120 §25 +6 5 Days +3 power per adjacent Fission/Elerium/Thermo generator +6 Power
Elerium Generator Alien Power System §400
30 Elerium
30 Alloys
§25 +35 25 Days +3 power adjacency bonus for Fission/Elerium/Thermo generator +35 Power
Thermo Generator None §350 §35 +25 21 Days Must be built on a Steam Vent
+3 power adjacency bonus for Fission/Elerium/Thermo generator
+25 Power
Foundry None §200 §25 -5 18 Days +5% adjacency bonus for workshop/cybernetics lab Allows research of foundry projects
Genetics Lab Xenogenetics §200 §30 -4 21 Days +10% research bonus for each adjacent laboratory Allows genetic modification of soldiers
Hyperwave Relay Alien Communication §600
30 Elerium
50 Alloys
§100 -15 28 Days None Allows detection of special UFOs
Shows UFO mission and crew composition upon detection.
Laboratory None
Capped by Scientists
§200 §30 -4 21 Days +10% bonus for each adjacent laboratory/genetics lab Speeds up research by 20%
Officer Training School Soldier at Corporal rank §200 §10 -1 7 Days None Allows you to upgrade various aspects of your squad
Psionic Labs Xenopsionics §250 §30 -5 21 Days None Allows soldiers to train psionic abilities
Satellite Nexus Alien Computer
Capped by Engineers
§300
10 Elerium
25 Alloys
2 UFO Flight Computers
§30 -8 21 Days +1 additional satellite per adjacent uplink/nexus +2 maximum satellites
Satellite Uplink None
Capped by Engineers
§200 §30 -5 21 Days +1 additional satellite for adjacent uplink/nexus +1 maximum satellites
Workshop None
Capped by Engineers
§200 §30 -4 21 Days +5% adjacency bonus for workshop/cybernetics lab/foundry 10% cash discount on items from the Engineering department
10% refund of materials used