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Facilities (LWR)

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In General

The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.

Static Facilities

The static facilities supply a total of 25 power and require a total of 12 power, effectively supplying 13 power to the constructible facilities. Depending on difficulty, the player starts with 45|40|35|30|25 power.

Static facilities (LWR)
Facility Effect Maintenance
Credits
Power

Mission Control
The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a Hologlobe.
In the Mission Control Room, players can "Scan for Activity", which advances the time and date, respond to available missions and watch aircraft on their way to a mission.
0 3

Research
The Research Lab houses the research team, headed by Dr. Vahlen.
In the Research Lab, players can choose the active research project, review completed research projects and review research credits.
Players can also access the Genetics Lab here, once it has been constructed.
0 5

Engineering
The Engineering Bay houses the engineering team, headed by Dr. Shen.
In the Engineering Bay, players can build Weapons, Armor, Equipment and Vehicles and expand the XCOM base by building new facilities.
Players can also access the Foundry and the Repair Bay here, once they have been constructed.
0 0

Barracks
The Barracks houses the soldiers that are available for missions.
In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.
Players can also access the Officer Training School and the Psionic Labs here, once they have been constructed.
0 1

Hangar
The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's aircraft.
In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.
0 3

Situation Room
The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.
In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the Gray Market and view and accept pending Council requests.
Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.
0 0

Constructible Facilities

The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.

On the bottom floor on the left, the middle section contains a steam vent (3 sections throughout the base with Cheyenne Mountain starting bonus and 6 sections throughout the base with Ring of Fire starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.

Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.

Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each day, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.

When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.

Constructible facilities (LWR)
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research Other
Credits
Alien Alloys
Elerium
Days
Credits
Power

Access Lift
Allows excavations and constructions to be performed at that base level.
Must be built in the center column. Cannot be torn down once built.
None None None 100 0 0 8 1 1

Laboratory
Increases research speed by 35% (stacks multiplicatively). Laboratory
(+10% research speed)
None 20/40 scientists for 1st/2nd Lab
(+40 sci for each after)
350 0 0 21 4 4

Genetics Lab
Allows Soldiers to be Genetically modified. Laboratory
(+10% research speed)
Xenogenetics None 50 0 0 18 0 2

Psionic Labs
Allows Soldiers to discover and develop latent Psionic abilities. Laboratory
(+10% research speed)
Xenopsionics None 50 0 0 5 0 2

Workshop
Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%).
Every second workshop increases the Item Fabrication Capacity by 1.
Increases item production speed and foundry research speed by 60% (stacks multiplicatively).
Workshop
(+5% item/foundry discount)
None 20/40 engineers for 1st/2nd Workshop
(+40 eng for each after)
350 0 0 21 4 4

Foundry
Unlocks development of new combat items and improvements to current items.
Cannot be torn down once built.
Workshop
(+5% item/foundry discount)
None None 50 0 0 5 1 2

Repair Bay
Unlocks Mechanized Exoskeletal Cybersuits and allows Soldiers to be augmented into MEC Troopers.

It also allows for repair of damaged equipment.

Workshop
(+5% item/foundry discount)
None None 50 0 0 5 0 2

Officer Training School
Allows access to Officer and XCOM Training Programme upgrades.
Cannot be torn down once built.
None None 10 successful missions 200 0 0 7 0 1
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research Other
Credits
Alien Alloys
Elerium
Days
Credits
Power

Fission Generator
+4 power Power generator
(+2 power)
None None 40 0 0 2 1 0

Thermo Generator
+20 power Power generator
(+2 power)
None Must be built over steam vents 200 0 0 21 2 0

Elerium Generator
+25 power Power generator
(+2 power)
Alien Power Systems 1 UFO Power Source 400 30 30 2 6 0

Satellite Uplink
+1 satellite coverage Satellite support
(+1 maximum satellites)
None 20/40 engineers for 2nd/3rd Uplink
(+40 eng for each after)
200 0 0 21 1 8

Satellite Nexus
+2 satellite coverage Satellite support
(+1 maximum satellites)
Alien Circuitry 20/40 engineers for 2nd/3rd Uplink
(+40 eng for each after)
300 50 10 21 1 8

Alien Containment
Houses alien captives, allowing Dr. Vahlen to interrogate them.
Alien species must first be autopsied before it can be captured.
Without an Alien Containment, aliens captured with a Stun Rifle will be killed.
None Xenobiology None 100 0 40 14 2 1

Hyperwave Relay
Required to research Advanced Aerospace Concepts
Allows the detection of Overseers, and shows extended information about all UFOs.
Cannot be torn down once built.
None Alien Communications Hyperwave Beacon 600 100 30 5 2 5

Gollop Chamber
3x panic increase
After 5 days of being active, allows a Psionic Soldier (who must have learned Mind Merge and be wearing Vortex Armor) to use the Ethereal Device, which unlocks the Temple Ship Assault mission.
Cannot be torn down once built.
None Alien Command and Control Ethereal Device
10 UFO Power Sources
50 50 0 3 10 100

Expanding

One possible starting base

At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground. There is also one steam vent at the bottom of the left-side middle column.

The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.

Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.

A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.

Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed. Excavations start at a cost of 50 on the first floor directly beside the elevator and increase in cost by 50 for each tile further away from the elevator and for each tile deeper down.