Difference between revisions of "User:Robbx213/Sandbox/Ant Farm XEU12"

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[[File:Xcom-base.jpg|thumb|500px|link=http://www.gameinformer.com/p/xcom-interactive-ant-farm.aspx|GameInformer's interactive "''Ant Farm''"]] The "''Ant Farm''" is the single base from which the player coordinates their fight against the alien menace.  Everything one would consider to be the 'strategy' layer (as opposed to the 'tactical combat' layer) is handled here.  Nicknamed the 'Ant Farm' by the design team, the base is presented with a side view cross-section that allows the player to zoom in on the different [[#Facilities]].  Click the image to go to the browser-based interactive "''Ant Farm''" presented by GameInformer.
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[[File:Xcom-base.jpg|thumb|500px|link=http://www.gameinformer.com/p/xcom-interactive-ant-farm.aspx|GameInformer's interactive "''Ant Farm''"]] The "''Ant Farm''" is the single base from which the player coordinates their fight against the alien menace.  Everything one would consider to be the 'strategy' layer (as opposed to the 'tactical combat' layer) is handled here.  Nicknamed the 'Ant Farm' by the design team, the base is presented in a cross-section side view that allows the player to zoom in on the different [[#Facilities]].  Each facility requires some amount of power to operate as well as a monthly § maintenance cost.  Click the image to go to the browser-based interactive "''Ant Farm''" presented by GameInformer.
  
Discussion of adjacency bonuses and base layout strategy is in the [[Base Management XEU12|Base Management]] page.
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Discussion of strategy regarding adjacency bonuses and base is in the [[Base Management XEU12|Base Management]] page.
  
 
== Facilities ==
 
== Facilities ==
=== Starting Base ===
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=== Starting Base ===  
The starting base comes with the following facilities. Each facility requires a certain amount of power units to operate.
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Hangar
* Hangar - Houses interdiction & troop transport aircraft
+
* Houses interdiction & troop transport aircraft
* Mission Control - Contains the Globe where you can choose missions & respond to UFOs
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Armory
* Situation Room - Access the Funding Council, a 2-D map, panic levels, satellite cover, finances, the [[Gray Market XEU12|Gray Market]], & objectives
+
* Equip soldiers
* Armory - Equip soldiers
+
Infirmary
* Barracks - View & recruit soldiers, view the lost soldier memorial
+
* Check the status of injured-soldier recovery
* Science Lab - Decide which projects to [[Research XEU12|Research]] & see results from completed projects
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Access Lift
* Engineering - Choose which [[Equipment XEU12|Equipment]] to produce
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* Connection point for future Access Lifts to lower levels
* Infirmary - Check the status of injured-soldier recovery
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* Build: §50 ; 2pwr ; 5day
* Access Lift - Connection point for future Access Lifts to lower levels
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* Maintenance: §10/mo
 +
* Adjacency: none
 +
Situation Room
 +
* Access the Funding Council, a 2-D map, panic levels, satellite cover, finances, the [[Gray Market XEU12|Gray Market]], & objectives
 +
Barracks
 +
* View & recruit soldiers (capacity = 99), edit attributes & equipment, access the OTS & Psi Lab, & view the lost soldier memorial
 +
Science Lab
 +
* Decide which projects to [[Research XEU12|Research]] & see results from completed projects
 +
* Receives [[Research XEU12|Research]] speed bonuses from building Laboratories
 +
Engineering
 +
* Choose which [[Equipment XEU12|Equipment]] & [[Aircraft XEU12|Aircraft]] to produce
 +
* Receives bonuses from Workshops & Foundries
 +
Mission Control
 +
* Contains the Globe where you can advance game time forward by "''Scanning for Activity''", choose missions, dispatch aircraft & manage their combat, view satellite coverage, & watch aircraft in-flight
  
 
=== Base Expansion===
 
=== Base Expansion===
The base has 24 expansion slots available to construct new facilities. The position of the facilities in relation to one another will provide output bonuses.  Each slot must be excavated (§10; 5 days) in order to buld a facility.  Facilities may also be removed (§5).
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The base has 24 expansion slots available to construct new facilities. The position of the facilities in relation to one another will provide output bonuses.  Each slot must be excavated (§10; 5 days) in order to buld a facility.  Facilities may also be removed (§5).  The vacant slots' bonuses are randomized for each game.
  
* Alien Containment - Interrogate live, captured aliens
 
* Officer Training School (OTS) - Train soldiers & upgrade squad size
 
* Laboratories - Helps speed up [[Research XEU12|Research]]
 
* Workshop - Helps speed up production in Engineering & provides resource rebates for completed products
 
* Foundry - Produce large products (e.g., [[SHIV XEU12|SHIV]] & improve manufactured item attributes
 
* Power Generator - Increases available power total that can be used by facilities
 
* Thermal Power Generator - Increases available power more than a normal Generator (requires a 'steam vent')
 
* Satellite Uplink - Increases the total number of satellites that can be launched
 
* Satellite Nexus - A one-slot alternative to the Uplink allowing more satellites, but at increased cost
 
  
The lower, unbuilt base level ground bonuses are randomized for each game.
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Alien Containment
 +
* Interrogate live, captured aliens
 +
* Build: §85 ; 5pwr ; Xday ; [[Research XEU12|Research]]ed Xeno-Biology
 +
* Maintenance: §18/mo
 +
* Adjacency: X
 +
Officer Training School (OTS)
 +
* Train soldiers to improve abilities & perks as well as upgrade squad size
 +
* Build: §X ; Xpwr ; Xday
 +
* Maintenance: §25/mo
 +
* Adjacency: X
 +
Laboratories
 +
* +20% [[Research XEU12|Research]] speed
 +
* Build: §125 ; 3pwr ; 10day ; 6 scientists (not consumed)
 +
* Maintenance: §24/mo
 +
* Adjacency: +10% speed each adjacent Lab
 +
Workshop
 +
* Helps speed up production & provides resource rebates for completed products
 +
* Build: §X ; Xpwr ; Xday ; [[Research XEU12|Research]]ed Experimental Warfare
 +
* Maintenance: §26/mo
 +
* Adjacency: X
 +
Foundry
 +
* Produce large items (e.g., [[SHIV XEU12|SHIV]]) & improve manufactured item attributes
 +
* Build: §75 ; 3pwr ; 10day ; [[Research XEU12|Research]]ed Experimental Warfare
 +
* Maintenance: §20/mo
 +
* Adjacency: X
 +
Power Generator
 +
* +6 total power available for facilities
 +
* Build: §60 ; 0pwr ; Xday
 +
* Maintenance: §X/mo
 +
* Adjacency: +2 power each adjacent Generator
 +
Thermal Power Generator
 +
* +20 total power available for facilities
 +
* Build: §200 ; 0pwr ; Xday ; built on 'steam vent'
 +
* Maintenance: §X/mo
 +
* Adjacency: +2 power each adjacent Generator
 +
Satellite Uplink
 +
* +2 total satellites can be launched / linked
 +
* Build: §150 ; 5pwr ; Xday ; 10 engineers (not consumed)
 +
* Maintenance: §15/mo
 +
* Adjacency: X
 +
Satellite Nexus
 +
* A one-slot alternative to the Uplink allowing more satellites, but at increased cost
 +
* Build: §X ; Xpwr ; Xday
 +
* Maintenance: §X/mo
 +
* Adjacency: X
  
 
[[Category: XEU12]]
 
[[Category: XEU12]]

Revision as of 23:40, 4 October 2012

GameInformer's interactive "Ant Farm"

The "Ant Farm" is the single base from which the player coordinates their fight against the alien menace. Everything one would consider to be the 'strategy' layer (as opposed to the 'tactical combat' layer) is handled here. Nicknamed the 'Ant Farm' by the design team, the base is presented in a cross-section side view that allows the player to zoom in on the different #Facilities. Each facility requires some amount of power to operate as well as a monthly § maintenance cost. Click the image to go to the browser-based interactive "Ant Farm" presented by GameInformer.

Discussion of strategy regarding adjacency bonuses and base is in the Base Management page.

Facilities

Starting Base

Hangar

  • Houses interdiction & troop transport aircraft

Armory

  • Equip soldiers

Infirmary

  • Check the status of injured-soldier recovery

Access Lift

  • Connection point for future Access Lifts to lower levels
  • Build: §50 ; 2pwr ; 5day
  • Maintenance: §10/mo
  • Adjacency: none

Situation Room

  • Access the Funding Council, a 2-D map, panic levels, satellite cover, finances, the Gray Market, & objectives

Barracks

  • View & recruit soldiers (capacity = 99), edit attributes & equipment, access the OTS & Psi Lab, & view the lost soldier memorial

Science Lab

  • Decide which projects to Research & see results from completed projects
  • Receives Research speed bonuses from building Laboratories

Engineering

  • Choose which Equipment & Aircraft to produce
  • Receives bonuses from Workshops & Foundries

Mission Control

  • Contains the Globe where you can advance game time forward by "Scanning for Activity", choose missions, dispatch aircraft & manage their combat, view satellite coverage, & watch aircraft in-flight

Base Expansion

The base has 24 expansion slots available to construct new facilities. The position of the facilities in relation to one another will provide output bonuses. Each slot must be excavated (§10; 5 days) in order to buld a facility. Facilities may also be removed (§5). The vacant slots' bonuses are randomized for each game.


Alien Containment

  • Interrogate live, captured aliens
  • Build: §85 ; 5pwr ; Xday ; Researched Xeno-Biology
  • Maintenance: §18/mo
  • Adjacency: X

Officer Training School (OTS)

  • Train soldiers to improve abilities & perks as well as upgrade squad size
  • Build: §X ; Xpwr ; Xday
  • Maintenance: §25/mo
  • Adjacency: X

Laboratories

  • +20% Research speed
  • Build: §125 ; 3pwr ; 10day ; 6 scientists (not consumed)
  • Maintenance: §24/mo
  • Adjacency: +10% speed each adjacent Lab

Workshop

  • Helps speed up production & provides resource rebates for completed products
  • Build: §X ; Xpwr ; Xday ; Researched Experimental Warfare
  • Maintenance: §26/mo
  • Adjacency: X

Foundry

  • Produce large items (e.g., SHIV) & improve manufactured item attributes
  • Build: §75 ; 3pwr ; 10day ; Researched Experimental Warfare
  • Maintenance: §20/mo
  • Adjacency: X

Power Generator

  • +6 total power available for facilities
  • Build: §60 ; 0pwr ; Xday
  • Maintenance: §X/mo
  • Adjacency: +2 power each adjacent Generator

Thermal Power Generator

  • +20 total power available for facilities
  • Build: §200 ; 0pwr ; Xday ; built on 'steam vent'
  • Maintenance: §X/mo
  • Adjacency: +2 power each adjacent Generator

Satellite Uplink

  • +2 total satellites can be launched / linked
  • Build: §150 ; 5pwr ; Xday ; 10 engineers (not consumed)
  • Maintenance: §15/mo
  • Adjacency: X

Satellite Nexus

  • A one-slot alternative to the Uplink allowing more satellites, but at increased cost
  • Build: §X ; Xpwr ; Xday
  • Maintenance: §X/mo
  • Adjacency: X