<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kurzum</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kurzum"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Kurzum"/>
	<updated>2026-05-01T09:47:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Boulevard_(EU2012)&amp;diff=44500</id>
		<title>Boulevard (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Boulevard_(EU2012)&amp;diff=44500"/>
		<updated>2013-02-01T13:14:12Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BOULEVARD (EU2012).png|right|frame|Boulevard loading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
* Council - Extract Anna Sing&lt;br /&gt;
* Abduction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: 56 tiles&lt;br /&gt;
* Width: 42 tiles&lt;br /&gt;
* Total map area: 9408 tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Anna Sing is located exactly on the opposite side of the extraction zone by the road work signs. &lt;br /&gt;
* There are two versions of this map, one with European elements. &lt;br /&gt;
* Going through the middle does not provide good cover. The bus on the right side is decent high cover and keeps your troops from getting attacked from two sides.  &lt;br /&gt;
&lt;br /&gt;
[[File:BOULEVARD1 (EU2012).png|thumb|512px|Boulevard overview]]&lt;br /&gt;
[[File:BOULEVARD3 (EU2012).png|thumb|512px|Boulevard opposite overview]]&lt;br /&gt;
[[File:BOULEVARD2 (EU2012).png|thumb|512px|Boulevard Europe overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=44470</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=44470"/>
		<updated>2013-01-31T11:16:48Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: /* Advanced Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Alien grenades will become available in unlimited quantity, as the standard Frag Grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
**This upgrade is often fairly irrelevant.  Assuming you stun-capture a Muton, Heavy Floater, and a Muton Elite, you&#039;ll get three Alien Grenades, which is more than enough for most teams.&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
* Healing delivered by a single medkit charge increased from 4 to 6.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. Before this upgrade: 3,2,1 hp -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 hp -&amp;gt; 70,80,90,95,95,95% chance.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §175, 5x Elerium, 15x Alloys&lt;br /&gt;
*Fixed Cost:  4x Heavy Floater Corpse, 20 Engineers &lt;br /&gt;
*?&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg weapon, repair S.H.I.V. and other drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
**This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game.  As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.&lt;br /&gt;
&lt;br /&gt;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
*&#039;&#039;We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;Currently works on ANYTHING produced via engineering(even with a time of Immediate); may be bugged.&#039;&#039;&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Pistol Critical Chance increased by 10%.&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increases Pistol Aim by 10%&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Pistol damage increased by 1.&lt;br /&gt;
*&#039;&#039;Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance by 10%&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=44469</id>
		<title>Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=44469"/>
		<updated>2013-01-31T11:14:19Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: heavy floater corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item name&lt;br /&gt;
!Gray Market Value §&lt;br /&gt;
!Required for research/foundry project&lt;br /&gt;
!Required for manufacturing&lt;br /&gt;
!Nr to keep for research/foundry project&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]] &lt;br /&gt;
|5&lt;br /&gt;
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]] (4x)&lt;br /&gt;
|[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] (3x)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]] &lt;br /&gt;
|10&lt;br /&gt;
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Thin Man Corpse (EU2012)|Thin Man Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]], [[Foundry (EU2012)#Foundry_Projects|Improved Medkit]] (4x)&lt;br /&gt;
|None&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&lt;br /&gt;
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Floater Autopsy (EU2012)|Floater Autopsy]]&lt;br /&gt;
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], [[Foundry (EU2012)#Advanced_Repair|Advanced Repair]] (4x), [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)&lt;br /&gt;
|None&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Corpse (EU2012)|Muton Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Autopsy (EU2012)|Muton Autopsy]], [[Foundry (EU2012)#Ammo_Conservation|Ammo Conservation]] (6x)&lt;br /&gt;
|None&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|[[Berserker Corpse (EU2012)|Berserker Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Berserker Autopsy (EU2012)|Berserker Autopsy]]&lt;br /&gt;
|[[Combat Stims (EU2012)|Combat Stims]] (1x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Drone Wreck (EU2012)|Drone Wreck]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Drone Autopsy (EU2012)|Drone Autopsy]], [[Foundry (EU2012)#Drone_Capture|Drone Capture]] (4x), [[Foundry (EU2012)#Improved_Arc_Thrower|Improved Arc Thrower]] (4x), [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)&lt;br /&gt;
|None&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]&lt;br /&gt;
|7&lt;br /&gt;
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)&lt;br /&gt;
|[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]](x2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]], [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] (2x)&lt;br /&gt;
|None&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
|&lt;br /&gt;
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&lt;br /&gt;
|[[Mind Shield (EU2012)|Mind Shield]] (1x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]], [[Foundry (EU2012)#Improved_Pistol_III|Improved Pistol III]] (20x), [[Foundry (EU2012)#S.H.I.V._Plasma|S.H.I.V. Plasma]] (15x), [[Foundry (EU2012)#Stealth_Satellites|Stealth Satellites]] (20x)&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Elerium Generator (EU2012)|Elerium Generator]] (30x), [[Psionic Lab (EU2012)|Psionic Lab]] (20x), [[Plasma Cannon (EU2012)|Plasma Cannon]] (10x), [[EMP Cannon (EU2012)|EMP Cannon]] (10x), [[Fusion Lance (EU2012)|Fusion Lance]] (10x), Hover S.H.I.V. (20x), [[Firestorm (EU2012)|Firestorm]] (5x), [[Mind Shield (EU2012)|Mind Shield]] (20x), [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] (?), [[Plasma Rifle (EU2012)|Plasma Rifle]] (?), [[Alloy Cannon (EU2012)|Alloy Cannon]] (?), [[Heavy Plasma (EU2012)|Heavy Plasma]] (?), [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] (?)&lt;br /&gt;
|always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)&lt;br /&gt;
|[[Combat Stims (EU2012)|Combat Stims]](2x),[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x),  [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)&lt;br /&gt;
|always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
|40&lt;br /&gt;
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x), [[Foundry_(EU2012)#Foundry_Projects|Stealth Satellites]] (3x)&lt;br /&gt;
|[[Firestorm (EU2012)|Firestorm]](2x), [[Satellite Nexus (EU2012)|Satellite Nexus]] (2x), [[Blaster Launcher (EU2012)|Blaster Launcher]] (2x)&lt;br /&gt;
|5, always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]&lt;br /&gt;
|20&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|75&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|[[Firestorm (EU2012)|Firestorm]](1x), [[Elerium Generator (EU2012)|Elerium  Generator]] (2x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]&lt;br /&gt;
|30&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
|1&lt;br /&gt;
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), All Weapon Research. Many Foundry Projects&lt;br /&gt;
|None&lt;br /&gt;
|always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Entertainment (EU2012)|Alien Entertainment]]&lt;br /&gt;
| 17&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Food (EU2012)|Alien Food]]&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Food (damaged) (EU2012)|Alien Food (damaged)]]&lt;br /&gt;
| ?&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Stasis Tank (damaged) (EU2012)|Alien Stasis Tank (damaged)]]&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Surgery (EU2012)|Alien Surgery]]&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Surgery (damaged) (EU2012)|Alien Surgery (damaged)]]&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Core(EU2012)|Fusion Core]]&lt;br /&gt;
| 125&lt;br /&gt;
| [[Fusion Lance (EU2012)|Fusion Lance]], [[Guided Fusion Launcher (EU2012)|Guided Fusion Launcher]]&lt;br /&gt;
| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)&lt;br /&gt;
|??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game.  This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc.  Unless you are seriously strapped for cash, try selling something else instead.  &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=44468</id>
		<title>Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=44468"/>
		<updated>2013-01-31T11:10:38Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: extended the table by a column, nr of items needed for research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item name&lt;br /&gt;
!Gray Market Value §&lt;br /&gt;
!Required for research/foundry project&lt;br /&gt;
!Required for manufacturing&lt;br /&gt;
!Nr to keep for research/foundry project&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]] (4x)&lt;br /&gt;
|[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] (3x)&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Thin Man Corpse (EU2012)|Thin Man Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]], [[Foundry (EU2012)#Foundry_Projects|Improved Medkit]] (4x)&lt;br /&gt;
|None&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&lt;br /&gt;
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)&lt;br /&gt;
|n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Floater Autopsy (EU2012)|Floater Autopsy]]&lt;br /&gt;
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], [[Foundry (EU2012)#Advanced_Repair|Advanced Repair]], [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)&lt;br /&gt;
|None&lt;br /&gt;
|??&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Corpse (EU2012)|Muton Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Autopsy (EU2012)|Muton Autopsy]], [[Foundry (EU2012)#Ammo_Conservation|Ammo Conservation]] (6x)&lt;br /&gt;
|None&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|[[Berserker Corpse (EU2012)|Berserker Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Berserker Autopsy (EU2012)|Berserker Autopsy]]&lt;br /&gt;
|[[Combat Stims (EU2012)|Combat Stims]] (1x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Drone Wreck (EU2012)|Drone Wreck]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Drone Autopsy (EU2012)|Drone Autopsy]], [[Foundry (EU2012)#Drone_Capture|Drone Capture]] (4x), [[Foundry (EU2012)#Improved_Arc_Thrower|Improved Arc Thrower]] (4x), [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)&lt;br /&gt;
|None&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]&lt;br /&gt;
|7&lt;br /&gt;
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], [[Foundry (EU2012)#Advanced_Flight|Advanced Flight]] (2x)&lt;br /&gt;
|[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]](x2)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]], [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] (2x)&lt;br /&gt;
|None&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
|&lt;br /&gt;
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&lt;br /&gt;
|[[Mind Shield (EU2012)|Mind Shield]] (1x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]], [[Foundry (EU2012)#Improved_Pistol_III|Improved Pistol III]] (20x), [[Foundry (EU2012)#S.H.I.V._Plasma|S.H.I.V. Plasma]] (15x), [[Foundry (EU2012)#Stealth_Satellites|Stealth Satellites]] (20x)&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Elerium Generator (EU2012)|Elerium Generator]] (30x), [[Psionic Lab (EU2012)|Psionic Lab]] (20x), [[Plasma Cannon (EU2012)|Plasma Cannon]] (10x), [[EMP Cannon (EU2012)|EMP Cannon]] (10x), [[Fusion Lance (EU2012)|Fusion Lance]] (10x), Hover S.H.I.V. (20x), [[Firestorm (EU2012)|Firestorm]] (5x), [[Mind Shield (EU2012)|Mind Shield]] (20x), [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] (?), [[Plasma Rifle (EU2012)|Plasma Rifle]] (?), [[Alloy Cannon (EU2012)|Alloy Cannon]] (?), [[Heavy Plasma (EU2012)|Heavy Plasma]] (?), [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] (?)&lt;br /&gt;
|always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)&lt;br /&gt;
|[[Combat Stims (EU2012)|Combat Stims]](2x),[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x),  [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)&lt;br /&gt;
|always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
|40&lt;br /&gt;
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x), [[Foundry_(EU2012)#Foundry_Projects|Stealth Satellites]] (3x)&lt;br /&gt;
|[[Firestorm (EU2012)|Firestorm]](2x), [[Satellite Nexus (EU2012)|Satellite Nexus]] (2x), [[Blaster Launcher (EU2012)|Blaster Launcher]] (2x)&lt;br /&gt;
|5, always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]&lt;br /&gt;
|20&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|75&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|[[Firestorm (EU2012)|Firestorm]](1x), [[Elerium Generator (EU2012)|Elerium  Generator]] (2x)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]&lt;br /&gt;
|30&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
|1&lt;br /&gt;
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), All Weapon Research. Many Foundry Projects&lt;br /&gt;
|None&lt;br /&gt;
|always try to keep&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Entertainment (EU2012)|Alien Entertainment]]&lt;br /&gt;
| 17&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Food (EU2012)|Alien Food]]&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Food (damaged) (EU2012)|Alien Food (damaged)]]&lt;br /&gt;
| ?&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Stasis Tank (damaged) (EU2012)|Alien Stasis Tank (damaged)]]&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Surgery (EU2012)|Alien Surgery]]&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Surgery (damaged) (EU2012)|Alien Surgery (damaged)]]&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Core(EU2012)|Fusion Core]]&lt;br /&gt;
| 125&lt;br /&gt;
| [[Fusion Lance (EU2012)|Fusion Lance]], [[Guided Fusion Launcher (EU2012)|Guided Fusion Launcher]]&lt;br /&gt;
| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)&lt;br /&gt;
|??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game.  This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc.  Unless you are seriously strapped for cash, try selling something else instead.  &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=44423</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=44423"/>
		<updated>2013-01-30T08:39:01Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: /* Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
&#039;&#039;In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dr. Shen ==&lt;br /&gt;
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
Other resource cost(corpses, etc) will not be discounted. NA continental bonus gives another 50% discount to aircraft and aircraft weapons. Asia continental bonus gives another 50% discount to SHIVs.&lt;br /&gt;
&lt;br /&gt;
== Workshop and Bonus ==&lt;br /&gt;
&lt;br /&gt;
Cost: 3 Power, 6 Engineers, §150 and §25/month upkeep&lt;br /&gt;
&lt;br /&gt;
Adds 5 engineers to the pool.&lt;br /&gt;
Adjacency bonus: +7% refund on resources for building (equipment, vehicles, foundry projects and facilities).&lt;br /&gt;
So for a 3*3 square with 9 workshops, you will get 12 * 7% = 84% discount on building stuff.&lt;br /&gt;
(unconfimed) there is a minimum amount left (§1, 1 Alloy, 1 Elerium), which will not be refunded. Therefore, 14 adjacent workshops is nearly the maximum with 98% [http://gaming.stackexchange.com/questions/89098/what-is-the-perfect-base-layout source].&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items==&lt;br /&gt;
&lt;br /&gt;
=== Build Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;When equipped, this advanced targeting module integrates with XCOM&#039;s Active HUD system to offer a significant increase to our soldier&#039;s aim.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Chitin Plating (EU2012)|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85 &amp;lt;br/&amp;gt; 15x Alloys &amp;lt;br/&amp;gt; 4x Chryssalid Corpse&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Mind Shield (EU2012) | Mind Shield]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 30x Elerium &amp;lt;br/&amp;gt; 10x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Combat Stims (EU2012) | Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier&#039;s vital statistics.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 5x Alloys &amp;lt;br/&amp;gt; 1x Berserker Corpse&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Medikit (EU2012)|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nanosutures and high-potency stimulants.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Blaster Launcher (EU2012)|Blaster Launcher]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275 &amp;lt;br/&amp;gt; 65x Elerium &amp;lt;br/&amp;gt; 50x Alloys &amp;lt;br/&amp;gt; 1x Fusion Core &amp;lt;br/&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By modifying our current power system to hold a greater charge, we&#039;ve developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250 &amp;lt;br/&amp;gt; 25x Elerium &amp;lt;br/&amp;gt; 30x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we&#039;ve fielded previously.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250 &amp;lt;br/&amp;gt; 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By developing a firing mechanism capable of projecting machined shards of the alien alloy, we&#039;ve created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250 &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 50x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 30x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125 &amp;lt;br/&amp;gt; 15x Elerium &amp;lt;br/&amp;gt; 20x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100 &amp;lt;br/&amp;gt; 10x Elerium &amp;lt;br/&amp;gt; 20x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35 &amp;lt;br/&amp;gt; 25x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Heavy Laser (EU2012)|Heavy Laser]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30 &amp;lt;br/&amp;gt; 25x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Laser Scatter (EU2012)|Scatter Laser]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30 &amp;lt;br/&amp;gt; 25x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Laser Rifle (EU2012)|Laser Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25 &amp;lt;br/&amp;gt; 15x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Laser Pistol (EU2012)|Laser Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10 &amp;lt;br/&amp;gt; 10x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Armor ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor.&#039;&#039; || align=&amp;quot;center&amp;quot; | Carapace Armor&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §25 &amp;lt;br/&amp;gt; 15x Alloys || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | Skeleton Suit&amp;lt;br/&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §30 &amp;lt;br/&amp;gt; 10x Alloys || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This Titan Armor is among our heaviest designs, enhancing our soldier&#039;s protection from weapons fire, while also providing immunity to fire and toxins.&#039;&#039; || align=&amp;quot;center&amp;quot; | Titan Armor&amp;lt;br/&amp;gt;25 Engineers || align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 10x Elerium &amp;lt;br/&amp;gt; 35x Alloys || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&#039;&#039; || align=&amp;quot;center&amp;quot; | Ghost Armor&amp;lt;br/&amp;gt;40 Engineers || align=&amp;quot;center&amp;quot; | §250 &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 40x Alloys || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | Archangel Armor&amp;lt;br/&amp;gt;35 Engineers || align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 50x Alloys || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our most powerful armored suit, this equipment serves to amplify the wearer&#039;s psionic abilities through a system modeled after the alien&#039;s own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | Psi Armor&amp;lt;br/&amp;gt;30 Engineers || align=&amp;quot;center&amp;quot; | §400 &amp;lt;br/&amp;gt; 40x Elerium &amp;lt;br/&amp;gt; 20x Alloys || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Firestorm (EU2012)|Firestorm]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | New Fighter Craft &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 40x Alloys &amp;lt;br/&amp;gt; 1x UFO Power Source &amp;lt;br/&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Satellite (EU2012)|Satellite]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Hover SHIV (EU2012)|Hover SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | New Fighter Craft &amp;lt;br/&amp;gt; Heavy Weapons Platform &amp;lt;br/&amp;gt; 20 Engineers &amp;lt;br/&amp;gt; 1 Barracks Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 40x Elerium &amp;lt;br/&amp;gt; 60x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Alloy SHIV (EU2012)|Alloy SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Heavy Weapons Platform &amp;lt;br/&amp;gt; 10 Engineers &amp;lt;br/&amp;gt; 1 Barracks Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 40 Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[SHIV (EU2012)|SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Heavy Weapons Platform &amp;lt;br/&amp;gt; 5 Engineers &amp;lt;br/&amp;gt; 1 Barracks Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM.  It should be capable of taking down any UFO engaged by the Firestorm.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fusion Lance &amp;lt;br/&amp;gt; 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 30x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EMP Cannon &amp;lt;br/&amp;gt; 30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 30x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Plasma Cannon &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100 &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Laser Cannon (EU2012)|Laser Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Heavy Lasers &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35 &amp;lt;br/&amp;gt; 25x Alloys&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Experimental Warfare &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Defence Matrix (Dodge) (EU2012)|Defence Matrix (Dodge)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Floater Autopsy &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3x Floater Corpse&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites&#039; computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20 &amp;lt;br/&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary booste to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sectoid Autopsy &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10 &amp;lt;br/&amp;gt; 3x Sectoid Corpse&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;13%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Monthly cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes/Bonus&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&amp;lt;!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Access Lift (EU2012)|Access Lift]] &#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lifts enable XCOM&#039;s subterranean base to expand deeper into the earth.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a lower level.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Satellite Uplink (EU2012)|Satellite Uplink]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent Uplink or Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Satellite Nexus (EU2012)|Satellite Nexus]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Alien Nav Computer Research,&amp;lt;br&amp;gt;5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300 &amp;lt;br/&amp;gt; 8 Power &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent Uplink or Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Laboratory (EU2012)|Laboratory]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; Each laboratory increases research speed by 20%. Adjacency Bonus: % increase to research speed for every adjacent laboratory.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Scientists (second requires 10, each next requires 5 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Workshop (EU2012)|Workshop]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff. Adjacency Bonus: % refund on resources used when building vehicles, foundry projects and facilities.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Engineers (second requires 15, each next requires 10 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Foundry (EU2012)| The Foundry]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Experimental Warfare Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Alien Containment (EU2012)| Alien Containment]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Xenobiology Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Power Generator (EU2012)|Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Thermo Power Generator (EU2012)|Thermo Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Steam Vent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Elerium Generator (EU2012)|Elerium Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Power Source Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40x Alloys&amp;lt;br/&amp;gt;30x Elerium&amp;lt;br/&amp;gt;2x UFO Power Source&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §29&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Psionic Lab (EU2012)|Psionic Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sectoid Commander Autopsy/Interrogate Sectoid Commander&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 3 Power &amp;lt;br/&amp;gt; 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Gollop Chamber (EU2012)| Gollop Chamber]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net.&amp;lt;br/&amp;gt;&#039;&#039;Cannot remove this facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ethereal Device Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 5 Power &amp;lt;br/&amp;gt; 1x Ethereal Device &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Hyperwave Relay (EU2012)|Hyperwave Relay]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Hyperwave Communication Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §175 &amp;lt;br/&amp;gt; 4 Power &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 1x Hyperwave Beacon&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Officer Training School (EU2012)|Officer Training School]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sergeant rank (Classic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal and Easy start with this facility already built.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=44422</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=44422"/>
		<updated>2013-01-30T08:23:23Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: /* Error in the experience calculations on c/i */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
: The &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot; are present in the game files but it seems that it isn&#039;t used, most likely a leftover from when the first game builds used TUs/Stamina before it was replaced with the Action system. [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)&lt;br /&gt;
Makes sense, but recently I had a soldier who was still deployable for missions that had &amp;quot;(1 day)&amp;quot; behind her name.  She&#039;d been deployed two or three times in less than five days.  Perhaps this is &amp;quot;Tired&amp;quot; or &amp;quot;Exhausted&amp;quot;?  Battle fatigue from repeated, close deployments?  (Noone else was affected as the first mission was mostly B-team because most of my mains were in the hospital, but the latter two were with regular soldiers.)  Unfortunately, I wasn&#039;t given an opportunity to deploy her in this status, and I haven&#039;t been able to replicate it, to it may only have been a bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:51, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Further research seems to imply that &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded&amp;quot; are differentiated by gross damage taken during a mission, with &amp;quot;Wounded&amp;quot; meaning &amp;quot;Took more damage than armor HP, but less than enough to kill them&amp;quot; and &amp;quot;Gravely Wounded&amp;quot; means &amp;quot;Took enough gross damage to be killed outright.&amp;quot;  Needless to say, the latter survived somehow, likely to do either Medikit intervention or getting a critical wound instead of just dying.  (Don&#039;t Die On Me is AMAZING). [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:08, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers. This means a Colonel who never got revived after going critical and had full access to Iron Will, would still have maximum Will that varies between 68 and 124.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 00:47, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: this matches with my numbers of (1-5) + 2 without the Iron Will. Which seems to suggest that the level up will increase is 1d5+2 without iron will and 1d10+2 with it. i am assuming that it isn&#039;t 2d5+2 which would cause the numbers to be a bit more clustered in the middle. So far I have not seen any will increase outside of rank up. Now we need to verify that and try to identify what effects cause loss to will and how much for each. [[User:Mavoc|Mavoc]] 18:30, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just hit an oddity, playing on normal with all colonels I should have snipers with 8 base health and the others with 9. Except I have one support with 10 base health. I infact have 2 supports with the same gear, rank, and abilities and one has 9 health and the other has 10. Float rounding error in my favor??? [[User:Mavoc|Mavoc]] 06:47, 20 October 2012 (EDT)&lt;br /&gt;
:::::There is supposedly a bug that made every new soldier you recruit to have Easy difficulty Base Health. I haven&#039;t confirmed it yet.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 21:00, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Squad Leader ==&lt;br /&gt;
&lt;br /&gt;
I noticed, that one of the soldiers in the squad have a yellow star on his icon. Looks like it indicates, that he is the leader. I also noticed, that he does more dmg, than other soldiers. My leader was a sniper, and could do around 2-3 more dmg to an enemy than my other sniper. Same weapon, normal shot. I&#039;m gonna test this further.&lt;br /&gt;
&lt;br /&gt;
: The soldier in front of all others in the pre-mission screen will be the leader. From what I&#039;ve read it will really affect morale if it gets killed, but so far I haven&#039;t noticed any difference in stats. Let us know what you find :) [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hobbes this is incorrect. The far right guy for me, which stands in the back, is my sniper and he is the one that gets the star. From my experience, the system keeps giving soldiers XP even at Colonel and the soldier with he most XP gets the star. [[User:Mavoc|Mavoc]] 18:34, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Also, you can find a small &amp;quot;+&amp;quot; next to a soldier&#039;s icon; testing has shown that this means the soldier has earned a (main class) promotion during the mission.  So far, it appears soldiers are capped to one promotion per deployment, so consider moving this soldier to backfield covering duties, as any experience they gain will be &#039;wasted&#039;. [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:54, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier stats ==&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve seen four basic stats for soldiers, and I think we should probably cover this somewhere.  Here&#039;s a basic overview to start; what do you think?&lt;br /&gt;
&lt;br /&gt;
Health: The amount of damage a soldier can take before dying.  This number can be raised by wearing armor, certain items, or gaining levels.  If a soldier takes more (gross) damage in a mission than provided by Armor bonuses, the soldier will have to spend some time in the hospital to recover.  (For example, a soldier wearing Carapace Armor and nanofiber vest can take 6 damage a mission without being actually &#039;hurt&#039;.  Note that using medikits to recover damage do NOT affect whether a soldier goes to the hospital.  IOW, medikit healing just keeps you on your feet in the short term.)&lt;br /&gt;
Aim: The chance a soldier has to hit a target.  Base stat can be raised by certain items, weapons or by gaining levels.&lt;br /&gt;
Will: The willpower of a soldier.  Affects chance of having/using psi-abilities, and of panicking in combat.  Base stat can be raised by certain items, armor, or gaining levels.  A soldier who is critically wounded (Gravely Wounded, in post mission status) suffers a PERMANENT reduction to Will score.&lt;br /&gt;
Defense: The chance a soldier has to evade an attack.  Base stat is 0, can be raised by certain armors, or terrain advantages.  Defense applies as a penalty to an enemy&#039;s aim against you.&lt;br /&gt;
&lt;br /&gt;
Feedback encouraged.&lt;br /&gt;
&lt;br /&gt;
== Error in the experience calculations on c/i ==&lt;br /&gt;
&lt;br /&gt;
Just played classic/ironman. Nobody got killed during the very first mission. After the table here: http://www.ufopaedia.org/index.php?title=Soldiers_%28EU2012%29#Earning_XPs  that would be 60 for mission + 20 for no KIAs amounting to 80 which would mean all 4 soldiers should have been promoted (requiring 75) . I had the feeling, that any mission with no KIA in nomral mode, always seemed to lead to rookie promotion, so there is an indication that there is a penalty on XP in classic. Can someone confirm? [[User:Kurzum|Kurzum]] 04:41, 29 January 2013 (EST)&lt;br /&gt;
:Human error is always an easier explanation: I just checked the link and the value for promotion to squaddie is 75, not 90. I must have made a mistake, sorry. :) [[User:Hobbes|Hobbes]] 05:21, 29 January 2013 (EST)&lt;br /&gt;
::Ok, thanks, it all makes sense now ;) [[User:Kurzum|Kurzum]] 03:23, 30 January 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=44395</id>
		<title>Talk:Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers_(EU2012)&amp;diff=44395"/>
		<updated>2013-01-29T09:41:35Z</updated>

		<summary type="html">&lt;p&gt;Kurzum: /* Error in the experience calculations on c/i */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where should the country go? It&#039;s not customizable but it&#039;s not really a stats either.&lt;br /&gt;
--[[User:Cyrwa|Cyrwa]] 15:31, 20 September 2012 (EDT)&lt;br /&gt;
:I&#039;d say here. I&#039;m going to edit the page in a bit so that this page simply list all soldier related topics, then specific topics can be expanded on their individual pages like [[Classes (EU2012)|Classes]]. - [[User:Hobbes|Hobbes]] 16:26, 20 September 2012 (EDT)&lt;br /&gt;
::I think it would be better to keep the flags on the Attributes page like it was before. There&#039;s more important info and it&#039;s better to keep pages short. [[User:Hobbes|Hobbes]] 15:03, 1 October 2012 (EDT)&lt;br /&gt;
:::No prob, I agree and I will let you move the section where it should be. As long as I can see the flags ;-) --[[User:Cyrwa|Cyrwa]] 16:00, 1 October 2012 (EDT)&lt;br /&gt;
::::I can&#039;t believe it, my boss is waiting for me to finish my Employees performance review and I&#039;m editing a wiki page on soldier country for a video game... That&#039;s XCOM baby!!&lt;br /&gt;
&lt;br /&gt;
== Rank icons? ==&lt;br /&gt;
&lt;br /&gt;
They would look better if I knew how to access the files directly from the game rather than having to take a screenshot and crop in Paint. [[User:Robbx213|Robbx213]] 18:49, 5 October 2012 (EDT)&lt;br /&gt;
:I don&#039;t know either where they are located - but it&#039;s nice to start putting them even if you don&#039;t complete it - someone will notice and can improve on it later.[[User:Hobbes|Hobbes]] 06:24, 6 October 2012 (EDT)&lt;br /&gt;
::Love the icons. Would help. --[[User:Cyrwa|Cyrwa]] 09:46, 6 October 2012 (EDT)&lt;br /&gt;
::: I did PM Greg in the 2K forum quite som time ago, asking if a fansite kit (with icons, screen, graphics) would get released. So far no answer. But exporting the assets directly from the game would be nice. If that is possible and legal. --[[User:Kokkan|Kokkan]] 11:51, 6 October 2012 (EDT)&lt;br /&gt;
:::: Copyright law allows for copyrighted materials to be freely used for educational proposes, among other exceptions. Since the propose of the wiki is to teach and inform players about the game/series, then it can be argued that it&#039;s legal to use such images to create your own original material (on this case the wiki&#039;s pages) - what you can&#039;t do simply copy the game files or whole sections of text/pages. In any case it&#039;s in the best interest of Firaxis to have images of the game being used by the fanbase for marketing and promotion. [[User:Hobbes|Hobbes]] 12:09, 6 October 2012 (EDT)&lt;br /&gt;
: Windows 7 Snip Tool while running the game in a borderless window is easier than trying with Paint.  ~ [[User:Drakalu|Drakalu]] 10:05, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier Status ==&lt;br /&gt;
&lt;br /&gt;
While several of the status for soldiers make sense, I&#039;m curious as to &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot;.  Also curious about the difference between &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded.&amp;quot;  Originally I thought that Wounded might mean you could still send the guy out at reduced capacity (ala UFO Afterblank) and Gravely Wounded meant he was too hurt to deploy, but that&#039;s clearly not the case... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:48, 9 October 2012 (EDT)&lt;br /&gt;
: The &amp;quot;Tired&amp;quot; and &amp;quot;Exhausted&amp;quot; are present in the game files but it seems that it isn&#039;t used, most likely a leftover from when the first game builds used TUs/Stamina before it was replaced with the Action system. [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)&lt;br /&gt;
Makes sense, but recently I had a soldier who was still deployable for missions that had &amp;quot;(1 day)&amp;quot; behind her name.  She&#039;d been deployed two or three times in less than five days.  Perhaps this is &amp;quot;Tired&amp;quot; or &amp;quot;Exhausted&amp;quot;?  Battle fatigue from repeated, close deployments?  (Noone else was affected as the first mission was mostly B-team because most of my mains were in the hospital, but the latter two were with regular soldiers.)  Unfortunately, I wasn&#039;t given an opportunity to deploy her in this status, and I haven&#039;t been able to replicate it, to it may only have been a bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:51, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Further research seems to imply that &amp;quot;Wounded&amp;quot; and &amp;quot;Gravely Wounded&amp;quot; are differentiated by gross damage taken during a mission, with &amp;quot;Wounded&amp;quot; meaning &amp;quot;Took more damage than armor HP, but less than enough to kill them&amp;quot; and &amp;quot;Gravely Wounded&amp;quot; means &amp;quot;Took enough gross damage to be killed outright.&amp;quot;  Needless to say, the latter survived somehow, likely to do either Medikit intervention or getting a critical wound instead of just dying.  (Don&#039;t Die On Me is AMAZING). [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:08, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rank bonuses ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about the table we have right now?  I just started a new Classic game and got a Squaddie Assault (+1 HP, +6 Will, +5 Aim) and a Squaddie Heavy (+1 HP, +3 Will, +2 Aim).  Three kills each on the first mission. I also just found out two equal rank units aren&#039;t the same, but maybe due to a hit in combat instead of on promotion?  I have two Squaddie Snipers and they have different Will (45 vs. 42).  [[User:Robbx213|Robbx213]] 18:22, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I rather suspect that like the original, this game has random starting stats (within an interval). Relevant data would then be: min-start, max-start &amp;amp; max-cap. We might have to scrap that table. &lt;br /&gt;
: The level-up stats might not be static either, but random or dependent on soldier actions in previous missions. --[[User:Kokkan|Kokkan]] 07:38, 11 October 2012 (EDT)&lt;br /&gt;
::Since the discrepancy applies only to the Will stat what I think is that the Will increase comes from the combat experience, and that should include a lot of factors, like firing, being fired at, etc. Your Assault squaddie got 1 HP, 5 Aim and 2 Will from promotion, plus 3 Will from combat experience. Your heavy only got 1 Will from combat experience. [[User:Hobbes|Hobbes]] 09:33, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I also just saw a note last night in the pre-mission rotating shield that says Soldiers can permanently lose Will if they are hit (I think &#039;critically&#039; hit) in combat.  So  probably some combination of Will gain for combat XP and Will loss for injury.  We could always just leave the description generic (e.g., small Will increase) until/if we discover some kind of range or specific number from the code.  It seems like there are a lot of instances in the game like this where they&#039;ve built in some randomness and ranges to what happens or how the units level up. [[User:Robbx213|Robbx213]] 19:44, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I have also read that a unit that gets revived loses some will and that might be the difference between wounded and gravely wounded that was asked above. I have verified that all rookies start with the same stats with only health varying due to difficulty level, and the ranking chart seems correct for health and aim. Will must be unique in that various actions will cause you to gain/loss it as you play. I suggest we all start tracking the will numbers on our soldiers from each mission and maybe from each turn. All the factors are most likely going to be static values per event, I just hope the game doesn&#039;t deal in decimal values or figuring out these values might get tricky. [[User:Mavoc|Mavoc]] 06:11, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: As I play more, I think you&#039;re right Mavoc.  Will seems to be the only thing that random.  Each class&#039;s health and aim does seem static, as in follows the table we have.  So it seems at this point we don&#039;t know &amp;quot;how many&amp;quot; Will points are lost for a critical hit.  I wonder if we lose Will permanently for being Mind Controlled, Intimidated, etc.  Will have to track like you said. [[User:Robbx213|Robbx213]] 11:37, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just want to contribute, and point out that Iron Will bonus adds a randomised amount of Will on level up. The maximum amount of Will increase after a rank up is 12 Will, which is rare and require multiple reloads. This applies to Auto-levelled Squaddies who can get 52 Will right off the bat.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 11:49, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just to add, after hiring and firing hundreds of squaddies, I am confident to report that the Iron Will Training School upgrade randomly increases the Will of a soldier being promoted by 2-10 on top of the default +2 increase. This is a big factor in randomising the Will of soldiers. This means a Colonel who never got revived after going critical and had full access to Iron Will, would still have maximum Will that varies between 68 and 124.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 00:47, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: this matches with my numbers of (1-5) + 2 without the Iron Will. Which seems to suggest that the level up will increase is 1d5+2 without iron will and 1d10+2 with it. i am assuming that it isn&#039;t 2d5+2 which would cause the numbers to be a bit more clustered in the middle. So far I have not seen any will increase outside of rank up. Now we need to verify that and try to identify what effects cause loss to will and how much for each. [[User:Mavoc|Mavoc]] 18:30, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just hit an oddity, playing on normal with all colonels I should have snipers with 8 base health and the others with 9. Except I have one support with 10 base health. I infact have 2 supports with the same gear, rank, and abilities and one has 9 health and the other has 10. Float rounding error in my favor??? [[User:Mavoc|Mavoc]] 06:47, 20 October 2012 (EDT)&lt;br /&gt;
:::::There is supposedly a bug that made every new soldier you recruit to have Easy difficulty Base Health. I haven&#039;t confirmed it yet.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 21:00, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Squad Leader ==&lt;br /&gt;
&lt;br /&gt;
I noticed, that one of the soldiers in the squad have a yellow star on his icon. Looks like it indicates, that he is the leader. I also noticed, that he does more dmg, than other soldiers. My leader was a sniper, and could do around 2-3 more dmg to an enemy than my other sniper. Same weapon, normal shot. I&#039;m gonna test this further.&lt;br /&gt;
&lt;br /&gt;
: The soldier in front of all others in the pre-mission screen will be the leader. From what I&#039;ve read it will really affect morale if it gets killed, but so far I haven&#039;t noticed any difference in stats. Let us know what you find :) [[User:Hobbes|Hobbes]] 10:26, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hobbes this is incorrect. The far right guy for me, which stands in the back, is my sniper and he is the one that gets the star. From my experience, the system keeps giving soldiers XP even at Colonel and the soldier with he most XP gets the star. [[User:Mavoc|Mavoc]] 18:34, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Also, you can find a small &amp;quot;+&amp;quot; next to a soldier&#039;s icon; testing has shown that this means the soldier has earned a (main class) promotion during the mission.  So far, it appears soldiers are capped to one promotion per deployment, so consider moving this soldier to backfield covering duties, as any experience they gain will be &#039;wasted&#039;. [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:54, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soldier stats ==&lt;br /&gt;
&lt;br /&gt;
So far, I&#039;ve seen four basic stats for soldiers, and I think we should probably cover this somewhere.  Here&#039;s a basic overview to start; what do you think?&lt;br /&gt;
&lt;br /&gt;
Health: The amount of damage a soldier can take before dying.  This number can be raised by wearing armor, certain items, or gaining levels.  If a soldier takes more (gross) damage in a mission than provided by Armor bonuses, the soldier will have to spend some time in the hospital to recover.  (For example, a soldier wearing Carapace Armor and nanofiber vest can take 6 damage a mission without being actually &#039;hurt&#039;.  Note that using medikits to recover damage do NOT affect whether a soldier goes to the hospital.  IOW, medikit healing just keeps you on your feet in the short term.)&lt;br /&gt;
Aim: The chance a soldier has to hit a target.  Base stat can be raised by certain items, weapons or by gaining levels.&lt;br /&gt;
Will: The willpower of a soldier.  Affects chance of having/using psi-abilities, and of panicking in combat.  Base stat can be raised by certain items, armor, or gaining levels.  A soldier who is critically wounded (Gravely Wounded, in post mission status) suffers a PERMANENT reduction to Will score.&lt;br /&gt;
Defense: The chance a soldier has to evade an attack.  Base stat is 0, can be raised by certain armors, or terrain advantages.  Defense applies as a penalty to an enemy&#039;s aim against you.&lt;br /&gt;
&lt;br /&gt;
Feedback encouraged.&lt;br /&gt;
&lt;br /&gt;
== Error in the experience calculations on c/i ==&lt;br /&gt;
&lt;br /&gt;
Just played classic/ironman. Nobody got killed during the very first mission. After the table here: http://www.ufopaedia.org/index.php?title=Soldiers_%28EU2012%29#Earning_XPs  that would be 60 for mission + 20 for no KIAs amounting to 80 which would mean all 4 soldiers should have been promoted (requiring 75) . I had the feeling, that any mission with no KIA in nomral mode, always seemed to lead to rookie promotion, so there is an indication that there is a penalty on XP in classic. Can someone confirm? [[User:Kurzum|Kurzum]] 04:41, 29 January 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Kurzum</name></author>
	</entry>
</feed>