Difference between revisions of "XCOM Headquarters (EU2012)"

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In ''[[EU (2012)|Enemy Unknown (2012)]]'', '''Headquarters''' is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the ''Ant Farm'' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different [[Base Facilities (EU2012)|Base Facilities]].  
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[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]
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''In [[EU (2012)|Enemy Unknown (2012)]], the Headquarters is the single base from which [[XCOM (EU2012)|XCOM]] fights the alien invasion. Nicknamed the '''Ant Farm''' by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.''
  
[[File:Xcom-base.jpg|600px|thumb|center|XCOM Headquarters - the 'Ant Farm']]
 
  
== Headquarters View ==
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__TOC__
The '''HQ''' view displays the Time and Date, the number of Credits/Monthly Funding/[[Alien Alloys (EU2012)|Alien Alloys]]/[[Elerium (EU2012)|Elerium]] (if any) and the next scheduled Events. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOM's]] six main areas of operations and their options through the following buttons:  
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[[File:Basescape EU2012.png|thumb|600px|right|XCOM Headquarters view]]
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* [[Mission Control (EU2012)|Mission Control]]  
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== Basic Facilities==
** Scan For Activity
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The '''HQ''' view displays the Time and Date, the number of ''Credits(§), Monthly Funding, [[Alien Alloys (EU2012)|Alien Alloys]] & [[Elerium (EU2012)|Elerium]]'' (if any) and an Event List. It also allows the Commander to quickly access [[XCOM (EU2012)|XCOMs]] six main areas of operations and their options through the following buttons:  
** Launch Missions
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* [[Hangar (EU2012)|Hangar]]
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* [[Mission Control (EU2012)|Mission Control]] - Scan globe for alien activity and launch missions.
** Equip and deploy [[Interceptor (EU2012)|Interceptors]]
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* [[Hangar (EU2012)|Hangar]] - Manage you air crafts and interceptor bases.
* [[Research (EU2012)|Research]] - [[Science Lab (EU2012)|Science Lab]]
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* [[Research (EU2012)|Research]] - Manage your research projects and view archive.
** Manage Research Projects
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* [[Engineering  (EU2012)|Engineering]] - Engineer items, upgrades and build facilities.
** Access Research Archive
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* [[Barracks (EU2012)|Barracks]] - Equip and train soldiers.
* [[Engineering  (EU2012)|Engineering]]
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* [[Situation Room (EU2012)|Situation Room]] - Manage country panic, satellites and funding.
** Engineering Projects
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** Build Facilities
 
* [[Barracks (EU2012)|Barracks]]
 
** View and Costumize [[Soldiers (EU2012)|Soldiers]]
 
** Hire/Sack Soldiers
 
** Visit Soldier Memorial
 
* [[Situation Room (EU2012)|Situation Room]]
 
** Launch [[Satellite (EU2012)|Satellites]]
 
** Receive Messages and Reports from the Funding Council
 
** Consult [[Finances (EU2012)|Finances]]
 
** Visit [[Grey Market (EU2012)|Grey Market]]
 
** View Council Pending Requests
 
** Review [[Objectives (EU2012)|Objectives]]
 
** World News ticker
 
** Country Panic levels
 
** Doom Tracker - Number of countries who have left the XCOM project
 
  
In addition, Headquarters will also start with the following facilities:
 
  
* [[Infirmary (EU2012)|Infirmary]] - Injured Soldier recovery after combat missions
 
* [[Armory (EU2012)|Armory]] - Equip Soldiers with armor, weapons and other equipment
 
  
 
== Base Expansion==
 
== Base Expansion==
[[File:XCOM Facilities Chart (EU2012).png|600px|right]]The base has 24 expansion slots available underneath the starting facilities to construct new ones. The position of the facilities in relation to one another will provide bonuses to their output. Most slots must be excavated (10 credits, 5 days (Monetary cost doubles for each level down)) in order to buld a facility. Facilities may also be removed at a 5 credit cost. The lower, unbuilt base level ground bonuses are randomized for each game. Escavating them may reveal Steam Vents, which provide extra energy required to deploy Thermal Power Generators.
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In Engineering you may [[Engineering_(EU2012)#Build_Facilities|Build facilities]] to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated ( 5 days, §10-§80 depending on depth) in order to build a new facility. Facilities may also be dismantled ( §5 ). The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (''visible on normal & easy difficulty''), which provide extra energy required to deploy Thermal Power Generators.
  
 
'''Additional Facilities'''
 
'''Additional Facilities'''
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries
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* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels.
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost
 
 
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]
 
* [[Alien Containment (EU2012)|Alien Containment]] - Interrogate live captured [[Alien Life Forms (EU2012)|Aliens]]
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* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes
 
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab
 
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.
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* [[Officer Training School (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes
 
* [[Access Lift (EU2012)|Access Lift]] - Access and power to lower levels.
 
 
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities.  
 
* [[Power Generator (EU2012)|Power Generator]] - For additional power required to power new base facilities.  
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* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries
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* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost
 
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent
 
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent
* [[OTS (EU2012)|Officer Training School]] - Acquire additional [[Squads (EU2012)|Squad]] abilities
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* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, resource rebates on projects.
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<!--  SPOILERS, ADD IN LATER
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* [[Hyperwave Relay (EU2012)| Hyperwave Relay]]
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* [[Psionic Lab (EU2012)| Psionic Lab]]
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* [[Gollop Chamber (EU2012)| Gollop Chamber]]
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-->
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==Base Design==
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===Base Design===
 
The position of the facilities in relation to one another will provide bonuses to their output.  For example, building Labs next to each other provide an adjacency bonus that increases the speed of research.
 
The position of the facilities in relation to one another will provide bonuses to their output.  For example, building Labs next to each other provide an adjacency bonus that increases the speed of research.
  
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* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements
 
* [[Base Facilities (EU2012)|Base Facilities]] - For a list of base expansion projects and cost/requirements
 
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential
 
* [[Base Management (EU2012)|Base Management]] - Information on how to maximize the HQ's potential
* [[XCOM (EU2012)|XCOM]]
 
* [[Mission Control (EU2012)|Mission Control]]
 
* [[Situation Room (EU2012)|Situation Room]]
 
* [[Soldiers (EU2012)|Soldiers]]
 
* [[Hangar (EU2012)|Hangar]]
 
* [[Research (EU2012)|Research]]
 
* [[Engineering (EU2012|Engineering]]
 
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 10:50, 15 October 2012

XCOM Headquarters view

In Enemy Unknown (2012), the Headquarters is the single base from which XCOM fights the alien invasion. Nicknamed the Ant Farm by the design team, the base is presented with a side view cross-section that allows the player to access the main game options and also to zoom in on the different facilities. The entire base is dynamic and will show soldiers and staff interact within it.



Basic Facilities

The HQ view displays the Time and Date, the number of Credits(§), Monthly Funding, Alien Alloys & Elerium (if any) and an Event List. It also allows the Commander to quickly access XCOMs six main areas of operations and their options through the following buttons:

  • Mission Control - Scan globe for alien activity and launch missions.
  • Hangar - Manage you air crafts and interceptor bases.
  • Research - Manage your research projects and view archive.
  • Engineering - Engineer items, upgrades and build facilities.
  • Barracks - Equip and train soldiers.
  • Situation Room - Manage country panic, satellites and funding.



Base Expansion

In Engineering you may Build facilities to expand your base. The base has 24 expansion slots available underneath the starting facilities. The position of some facilities in relation to one another will provide bonus to their output. Most slots must be excavated ( 5 days, §10-§80 depending on depth) in order to build a new facility. Facilities may also be dismantled ( §5 ). The lower base level ground bonuses are randomized for each game. Excavating them may reveal Steam Vents (visible on normal & easy difficulty), which provide extra energy required to deploy Thermal Power Generators.

Additional Facilities


Base Design

The position of the facilities in relation to one another will provide bonuses to their output. For example, building Labs next to each other provide an adjacency bonus that increases the speed of research.

Be considerate of the available expansions slots you leave in the long-term. As an example, you could build several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. Getting near the end of the game and finding out your limited on space, need to remove facilities (at cost), and then wait for new ones to build could cost you the game. On the flip side, there may be reasons you end up with 'extra' space: you may get lucky and have a lot of steam vents, you may be really good at combat such that you don't need as many research and manufacturing facilities, or you might just choose to protect a select few countries with fewer total satellites.

(This would be a great place to talk about adjacency once we figure it out; 2x2, plus shape, all-in-a-row, etc.)

See Also