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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T17:36:08Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38532</id>
		<title>Base Facilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38532"/>
		<updated>2012-10-11T00:05:25Z</updated>

		<summary type="html">&lt;p&gt;Kewing827: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[XCOM HQ (EU2012)|Headquarters]] in &#039;&#039;[[EU (2012)|EU]]&#039;&#039; is composed of a number of facilities and can be expanded (24 slots) by your [[Engineering (EU2012)|engineers]] as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).&lt;br /&gt;
&lt;br /&gt;
==Starting Facilities/Core Areas==&lt;br /&gt;
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global [[Satellite (EU2012)| Satellite]] coverage, and watch [[Craft EU2012|aircraft]] on their way to a mission.&lt;br /&gt;
&lt;br /&gt;
[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* Houses the base&#039;s [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptors (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth&#039;s continents.&lt;br /&gt;
&lt;br /&gt;
[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] &amp;amp; Psi Lab, and visit the Memorial to fallen troopers. &lt;br /&gt;
* Capacity: 99 soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Science Lab (EU2012)|Science Lab]]&lt;br /&gt;
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].&lt;br /&gt;
&lt;br /&gt;
[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].&lt;br /&gt;
* Build additional facilities, excavate lower levels and build and [[Access Lift (EU2012)|Access Lifts]]. &lt;br /&gt;
&lt;br /&gt;
[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it&#039;s possible to raise credits by selling advanced technology to Earth&#039;s nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.&lt;br /&gt;
&lt;br /&gt;
[[Armory (EU2012)|Armory]]&lt;br /&gt;
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]]. &lt;br /&gt;
&lt;br /&gt;
[[Infirmary (EU2012)|Infirmary]]&lt;br /&gt;
* Recover soldiers injured in battle.&lt;br /&gt;
&lt;br /&gt;
==Acquirable/Removable Base Facilities==&lt;br /&gt;
Each facility has three basic stats:&lt;br /&gt;
* Time to build (Days)&lt;br /&gt;
* Cost (money, resources and manpower to build and maintenance cost)&lt;br /&gt;
* Maintenance ($$$ per month)&lt;br /&gt;
&lt;br /&gt;
===UFO Detection===&lt;br /&gt;
[[Satellite Uplink (EU2012)|Satellite Uplink]]&lt;br /&gt;
* Required to build: 5 Power, 10 Engineers, §150&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §15/month&lt;br /&gt;
* &#039;&#039;With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
&lt;br /&gt;
[[Satellite Nexus (EU2012)|Satellite Nexus]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: UNKNOWN&lt;br /&gt;
* With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.&lt;br /&gt;
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[Laboratory (EU2012)|Laboratory]]&lt;br /&gt;
* Required to build: 3 Power, 6 Scientists, §125&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §24/month&lt;br /&gt;
* &#039;&#039;Each Laboratory increases research speed by 20%&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.&lt;br /&gt;
&lt;br /&gt;
[[Alien Containment (EU2012)|Alien Containment]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=106s 5 power, §85], Required Research: Xeno-Biology&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §18/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows capture of live aliens and alien interrogation.&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[Workshop (EU2012)|Workshop]]&lt;br /&gt;
* Required to build: 3 Power, 6 Engineers, §130&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §26/month&lt;br /&gt;
* Adjacency Bonus: +7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=136s 3 power, §75], Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §20/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
* &#039;&#039;Develop new combat items or improve current items in the Foundry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Access Lift (EU2012)|Access Lift]]&lt;br /&gt;
* Required to build: 2 Power, §50&lt;br /&gt;
* Time to Build: ETA 5 days &lt;br /&gt;
* Maintenance: §10/month&lt;br /&gt;
* Must be built to allow construction on lower levels.&lt;br /&gt;
&lt;br /&gt;
[[Power Generator (EU2012)|Power Generator]]&lt;br /&gt;
* Required to build: §60&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §11/month&lt;br /&gt;
* &#039;&#039;Power generators supply the power needed to run new facilities.  Each generator supplies +6 power.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
[[Thermo Generator (EU2012)|Thermo Generator]]&lt;br /&gt;
* Required to build: §200&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: UNKNOWN&lt;br /&gt;
* &#039;&#039;Thermal Generators supply +20 power, but must be built over steam vents.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Officer Training School (EU2012)|Officer Training School]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §25/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows training of advanced squad abilities and perks.  Must be researched for Classic and above difficulty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
* [[Base Management (EU2012)|Base Management]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kewing827</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=38531</id>
		<title>Workshop (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=38531"/>
		<updated>2012-10-11T00:02:08Z</updated>

		<summary type="html">&lt;p&gt;Kewing827: Created page with &amp;quot;Each Workshop adds 5 engineers to engineering staff.  Adjacency Bonus: +7% refund on resources used when building vehicles, foundry projects and facilities.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Workshop adds 5 engineers to engineering staff.&lt;br /&gt;
&lt;br /&gt;
Adjacency Bonus: +7% refund on resources used when building vehicles, foundry projects and facilities.&lt;/div&gt;</summary>
		<author><name>Kewing827</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38530</id>
		<title>Base Facilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38530"/>
		<updated>2012-10-10T23:58:45Z</updated>

		<summary type="html">&lt;p&gt;Kewing827: /* Engineering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[XCOM HQ (EU2012)|Headquarters]] in &#039;&#039;[[EU (2012)|EU]]&#039;&#039; is composed of a number of facilities and can be expanded (24 slots) by your [[Engineering (EU2012)|engineers]] as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).&lt;br /&gt;
&lt;br /&gt;
==Starting Facilities/Core Areas==&lt;br /&gt;
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global [[Satellite (EU2012)| Satellite]] coverage, and watch [[Craft EU2012|aircraft]] on their way to a mission.&lt;br /&gt;
&lt;br /&gt;
[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* Houses the base&#039;s [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptors (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth&#039;s continents.&lt;br /&gt;
&lt;br /&gt;
[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] &amp;amp; Psi Lab, and visit the Memorial to fallen troopers. &lt;br /&gt;
* Capacity: 99 soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Science Lab (EU2012)|Science Lab]]&lt;br /&gt;
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].&lt;br /&gt;
&lt;br /&gt;
[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].&lt;br /&gt;
* Build additional facilities, excavate lower levels and build and [[Access Lift (EU2012)|Access Lifts]]. &lt;br /&gt;
&lt;br /&gt;
[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it&#039;s possible to raise credits by selling advanced technology to Earth&#039;s nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.&lt;br /&gt;
&lt;br /&gt;
[[Armory (EU2012)|Armory]]&lt;br /&gt;
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]]. &lt;br /&gt;
&lt;br /&gt;
[[Infirmary (EU2012)|Infirmary]]&lt;br /&gt;
* Recover soldiers injured in battle.&lt;br /&gt;
&lt;br /&gt;
==Acquirable/Removable Base Facilities==&lt;br /&gt;
Each facility has three basic stats:&lt;br /&gt;
* Time to build (Days)&lt;br /&gt;
* Cost (money, resources and manpower to build and maintenance cost)&lt;br /&gt;
* Maintenance ($$$ per month)&lt;br /&gt;
&lt;br /&gt;
===UFO Detection===&lt;br /&gt;
[[Satellite Uplink (EU2012)|Satellite Uplink]]&lt;br /&gt;
* Required to build: 5 Power, 10 Engineers, §150&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §15/month&lt;br /&gt;
* &#039;&#039;With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
&lt;br /&gt;
[[Satellite Nexus (EU2012)|Satellite Nexus]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: UNKNOWN&lt;br /&gt;
* With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.&lt;br /&gt;
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[Laboratory (EU2012)|Laboratory]]&lt;br /&gt;
* Required to build: 3 Power, 6 Scientists, §125&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §24/month&lt;br /&gt;
* &#039;&#039;Each Laboratory increases research speed by 20%&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.&lt;br /&gt;
&lt;br /&gt;
[[Alien Containment (EU2012)|Alien Containment]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=106s 5 power, §85], Required Research: Xeno-Biology&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §18/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows capture of live aliens and alien interrogation.&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[Workshop (EU2012)|Workshop]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §26/month&lt;br /&gt;
* Adjacency Bonus: +7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=136s 3 power, §75], Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §20/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
* &#039;&#039;Develop new combat items or improve current items in the Foundry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Access Lift (EU2012)|Access Lift]]&lt;br /&gt;
* Required to build: 2 Power, §50&lt;br /&gt;
* Time to Build: ETA 5 days &lt;br /&gt;
* Maintenance: §10/month&lt;br /&gt;
* Must be built to allow construction on lower levels.&lt;br /&gt;
&lt;br /&gt;
[[Power Generator (EU2012)|Power Generator]]&lt;br /&gt;
* Required to build: §60&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §11/month&lt;br /&gt;
* &#039;&#039;Power generators supply the power needed to run new facilities.  Each generator supplies +6 power.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
[[Thermo Generator (EU2012)|Thermo Generator]]&lt;br /&gt;
* Required to build: §200&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: UNKNOWN&lt;br /&gt;
* &#039;&#039;Thermal Generators supply +20 power, but must be built over steam vents.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Officer Training School (EU2012)|Officer Training School]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §25/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows training of advanced squad abilities and perks.  Must be researched for Classic and above difficulty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
* [[Base Management (EU2012)|Base Management]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kewing827</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38486</id>
		<title>Base Facilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38486"/>
		<updated>2012-10-10T16:09:36Z</updated>

		<summary type="html">&lt;p&gt;Kewing827: /* UFO Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[XCOM HQ (EU2012)|Headquarters]] in &#039;&#039;[[EU (2012)|EU]]&#039;&#039; is composed of a number of facilities and can be expanded (24 slots) by your [[Engineering (EU2012)|engineers]] as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).&lt;br /&gt;
&lt;br /&gt;
==Starting Facilities/Core Areas==&lt;br /&gt;
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global [[Satellite (EU2012)| Satellite]] coverage, and watch [[Craft EU2012|aircraft]] on their way to a mission.&lt;br /&gt;
&lt;br /&gt;
[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* Houses the base&#039;s [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptors (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth&#039;s continents.&lt;br /&gt;
&lt;br /&gt;
[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] &amp;amp; Psi Lab, and visit the Memorial to fallen troopers. &lt;br /&gt;
* Capacity: 99 soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Science Lab (EU2012)|Science Lab]]&lt;br /&gt;
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].&lt;br /&gt;
&lt;br /&gt;
[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].&lt;br /&gt;
* Build additional facilities, excavate lower levels and build and [[Access Lift (EU2012)|Access Lifts]]. &lt;br /&gt;
&lt;br /&gt;
[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it&#039;s possible to raise credits by selling advanced technology to Earth&#039;s nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.&lt;br /&gt;
&lt;br /&gt;
[[Armory (EU2012)|Armory]]&lt;br /&gt;
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]]. &lt;br /&gt;
&lt;br /&gt;
[[Infirmary (EU2012)|Infirmary]]&lt;br /&gt;
* Recover soldiers injured in battle.&lt;br /&gt;
&lt;br /&gt;
==Acquirable/Removable Base Facilities==&lt;br /&gt;
Each facility has three basic stats:&lt;br /&gt;
* Time to build (Days)&lt;br /&gt;
* Cost (money, resources and manpower to build and maintenance cost)&lt;br /&gt;
* Maintenance ($$$ per month)&lt;br /&gt;
&lt;br /&gt;
===UFO Detection===&lt;br /&gt;
[[Satellite Uplink (EU2012)|Satellite Uplink]]&lt;br /&gt;
* Required to build: 5 Power, 10 Engineers, §150&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §15/month&lt;br /&gt;
* &#039;&#039;With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
&lt;br /&gt;
[[Satellite Nexus (EU2012)|Satellite Nexus]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: UNKNOWN&lt;br /&gt;
* With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.&lt;br /&gt;
* Adjacency Bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[Laboratory (EU2012)|Laboratory]]&lt;br /&gt;
* Required to build: 3 Power, 6 Scientists, §125&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §24/month&lt;br /&gt;
* &#039;&#039;Each Laboratory increases research speed by 20%&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.&lt;br /&gt;
&lt;br /&gt;
[[Alien Containment (EU2012)|Alien Containment]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=106s 5 power, §85], Required Research: Xeno-Biology&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §18/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows capture of live aliens and alien interrogation.&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[Workshop (EU2012)|Workshop]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §26/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=136s 3 power, §75], Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §20/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
* &#039;&#039;Develop new combat items or improve current items in the Foundry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Access Lift (EU2012)|Access Lift]]&lt;br /&gt;
* Required to build: 2 Power, §50&lt;br /&gt;
* Time to Build: ETA 5 days &lt;br /&gt;
* Maintenance: §10/month&lt;br /&gt;
* Must be built to allow construction on lower levels.&lt;br /&gt;
&lt;br /&gt;
[[Power Generator (EU2012)|Power Generator]]&lt;br /&gt;
* Required to build: §60&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §11/month&lt;br /&gt;
* &#039;&#039;Power generators supply the power needed to run new facilities.  Each generator supplies +6 power.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
[[Thermo Generator (EU2012)|Thermo Generator]]&lt;br /&gt;
* Required to build: §200&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: UNKNOWN&lt;br /&gt;
* &#039;&#039;Thermal Generators supply +20 power, but must be built over steam vents.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Officer Training School (EU2012)|Officer Training School]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §25/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows training of advanced squad abilities and perks.  Must be researched for Classic and above difficulty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
* [[Base Management (EU2012)|Base Management]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kewing827</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38485</id>
		<title>Base Facilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=38485"/>
		<updated>2012-10-10T16:06:22Z</updated>

		<summary type="html">&lt;p&gt;Kewing827: /* UFO Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[XCOM HQ (EU2012)|Headquarters]] in &#039;&#039;[[EU (2012)|EU]]&#039;&#039; is composed of a number of facilities and can be expanded (24 slots) by your [[Engineering (EU2012)|engineers]] as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated (§10; 5 days) prior to building a facility. Facilities may also be removed (§5).&lt;br /&gt;
&lt;br /&gt;
==Starting Facilities/Core Areas==&lt;br /&gt;
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global [[Satellite (EU2012)| Satellite]] coverage, and watch [[Craft EU2012|aircraft]] on their way to a mission.&lt;br /&gt;
&lt;br /&gt;
[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* Houses the base&#039;s [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptors (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth&#039;s continents.&lt;br /&gt;
&lt;br /&gt;
[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] &amp;amp; Psi Lab, and visit the Memorial to fallen troopers. &lt;br /&gt;
* Capacity: 99 soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Science Lab (EU2012)|Science Lab]]&lt;br /&gt;
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].&lt;br /&gt;
&lt;br /&gt;
[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].&lt;br /&gt;
* Build additional facilities, excavate lower levels and build and [[Access Lift (EU2012)|Access Lifts]]. &lt;br /&gt;
&lt;br /&gt;
[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it&#039;s possible to raise credits by selling advanced technology to Earth&#039;s nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.&lt;br /&gt;
&lt;br /&gt;
[[Armory (EU2012)|Armory]]&lt;br /&gt;
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]]. &lt;br /&gt;
&lt;br /&gt;
[[Infirmary (EU2012)|Infirmary]]&lt;br /&gt;
* Recover soldiers injured in battle.&lt;br /&gt;
&lt;br /&gt;
==Acquirable/Removable Base Facilities==&lt;br /&gt;
Each facility has three basic stats:&lt;br /&gt;
* Time to build (Days)&lt;br /&gt;
* Cost (money, resources and manpower to build and maintenance cost)&lt;br /&gt;
* Maintenance ($$$ per month)&lt;br /&gt;
&lt;br /&gt;
===UFO Detection===&lt;br /&gt;
[[Satellite Uplink (EU2012)|Satellite Uplink]]&lt;br /&gt;
* Required to build: 5 Power, 10 Engineers, §150&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §15/month&lt;br /&gt;
* &#039;&#039;With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
&lt;br /&gt;
[[Satellite Nexus (EU2012)|Satellite Nexus]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: UNKNOWN&lt;br /&gt;
* With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[Laboratory (EU2012)|Laboratory]]&lt;br /&gt;
* Required to build: 3 Power, 6 Scientists, §125&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §24/month&lt;br /&gt;
* &#039;&#039;Each Laboratory increases research speed by 20%&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory.&lt;br /&gt;
&lt;br /&gt;
[[Alien Containment (EU2012)|Alien Containment]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=106s 5 power, §85], Required Research: Xeno-Biology&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §18/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows capture of live aliens and alien interrogation.&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[Workshop (EU2012)|Workshop]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §26/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* Required to build: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=136s 3 power, §75], Required Research: Experimental Warfare&lt;br /&gt;
* Time to Build: ETA 10 days&lt;br /&gt;
* Maintenance: §20/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN&lt;br /&gt;
* &#039;&#039;Develop new combat items or improve current items in the Foundry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Access Lift (EU2012)|Access Lift]]&lt;br /&gt;
* Required to build: 2 Power, §50&lt;br /&gt;
* Time to Build: ETA 5 days &lt;br /&gt;
* Maintenance: §10/month&lt;br /&gt;
* Must be built to allow construction on lower levels.&lt;br /&gt;
&lt;br /&gt;
[[Power Generator (EU2012)|Power Generator]]&lt;br /&gt;
* Required to build: §60&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: §11/month&lt;br /&gt;
* &#039;&#039;Power generators supply the power needed to run new facilities.  Each generator supplies +6 power.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
[[Thermo Generator (EU2012)|Thermo Generator]]&lt;br /&gt;
* Required to build: §200&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintainance: UNKNOWN&lt;br /&gt;
* &#039;&#039;Thermal Generators supply +20 power, but must be built over steam vents.&#039;&#039;&lt;br /&gt;
* Adjacency Bonus: +2 power for every adjacent power facility.&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Officer Training School (EU2012)|Officer Training School]]&lt;br /&gt;
* Required to build: UNKNOWN, Required Research: UNKNOWN&lt;br /&gt;
* Time to Build: UNKNOWN&lt;br /&gt;
* Maintenance: §25/month&lt;br /&gt;
* Adjacency Bonus: UNKNOWN, presumably none.&lt;br /&gt;
* Allows training of advanced squad abilities and perks.  Must be researched for Classic and above difficulty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
* [[Base Management (EU2012)|Base Management]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kewing827</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(EU2012)&amp;diff=38482</id>
		<title>Satellite Nexus (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Nexus_(EU2012)&amp;diff=38482"/>
		<updated>2012-10-10T04:17:36Z</updated>

		<summary type="html">&lt;p&gt;Kewing827: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each &#039;&#039;&#039;Satellite Nexus&#039;&#039;&#039; facility allows communication with four orbital satellites.&lt;br /&gt;
&lt;br /&gt;
Adjacency bonus: One additional satellite for every adjacent Uplink or Nexus facility.&lt;/div&gt;</summary>
		<author><name>Kewing827</name></author>
	</entry>
</feed>