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		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95444</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95444"/>
		<updated>2020-08-09T11:41:21Z</updated>

		<summary type="html">&lt;p&gt;Nictis: /* Launch Satellite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room is the location at [[HQ (EU2012)|HQ]] where the Commander will be informed and deal with the strategic decisions affecting [[ (EU2012)| ]]XCOM on its fight against the [[Aliens (EU2012)|aliens]]. The Situation Room will display information about XCOM&#039;s [[Storyline (EU2012)#XCOM Objectives|objectives]], its [[Finances (EU2012)|Finances]], present [[News Items (EU2012)|news items]] from all over the world regarding the invasion, and the number of countries who have left the Council. It is also possible to launch [[Satellite (EU2012)|satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]].&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
[[File:Main Screen (EU2012).png|300px|right|Main Screen]]&lt;br /&gt;
The central area of Main Screen displays the Doom Tracker on the top left corner, the number of Deployed/Available Satellites on the top right and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Doom Tracker===&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|300px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If all 16 countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country Status===&lt;br /&gt;
[[File:Finances 1 (EU2012).png|right|300px|At least Brazil is safe!]]&lt;br /&gt;
The left and right sections of the Situation Room display the panic and defense level for each country, along with any satellites deployed and the current funding received for the country.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic Level ===&lt;br /&gt;
[[File:Panic Levels (EU2012).png|300px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 100 (and a tiered color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once all sixteen countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== News Ticker===&lt;br /&gt;
Located below the Main Screen, the News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
[[File:Omsk.png|900px|center|&amp;quot;We&#039;re sure there were not aliens involved - the UFO was swamp gas hit by ball lighting while planet Venus was on the sky seen by a citizen that had too much vodka.&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
[[File:Objectives SR (EU2012).png|300px|right|Objectives]]&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
[[File:Satellite Network (EU2012).png|300px|right|Satellite Network]]&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. &lt;br /&gt;
&lt;br /&gt;
The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Architects of the Future&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Laboratories and Workshops cost 50% less to build and maintain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Warfare&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Foundry (LWR)|Foundry]] projects have cash, alloy and elerium costs reduced by 25%. &#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wealth of Nations&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 25%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air Superiority&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Aircraft and aircraft weapons cost 20% less to purchase and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fear No Evil&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Countries are 10% more resistant to increases in panic and countries that have left the XCOM project still provide funding.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Architects of the Future&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Laboratories and Workshops cost 50% less to build and maintain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Warfare&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Foundry (LWR)|Foundry]] projects have cash, alloy and elerium costs reduced by 25%. &#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wealth of Nations&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 25%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air Superiority&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Aircraft and aircraft weapons cost 20% less to purchase and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fear No Evil&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Countries are 10% more resistant to increases in panic and countries that have left the XCOM project still provide funding.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Launching satellites will also decrease the [[Panic (EU2012)|panic]] level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also send [[UFOs (EU2012)#UFO Missions|UFOs]] on missions to try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game [[Difficulty  (EU2012)|difficulty]] and the bonus that is gained from placing the base on that continent.&lt;br /&gt;
Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70 (§105)&lt;br /&gt;
* South Africa: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
* Japan: §100 (§150)&lt;br /&gt;
* India: §60 (§90)&lt;br /&gt;
* Australia: §60 (§90)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100 (§150)&lt;br /&gt;
* Russia: §150 (§225)&lt;br /&gt;
* France: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039; (§270)&lt;br /&gt;
* Canada: §100 (§150)&lt;br /&gt;
* Mexico: §50 (§75)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70 (§105)&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039; (§120)&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 (§375) || Ʃ §320 (§480) || Ʃ §430 (§645) || Ʃ §330 (§495) || Ʃ §150 (§225)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grey Market==&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|Grey Market]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gray Market&#039;&#039;&#039; is mostly unchanged. You can sell resources and most manufactured equipment. However, the prices of items can fluctuate, with the prices changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + 10*ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
[[File:Request 2 (EU2012).png|300px|right|No Requests Available]]&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Covert Operations==&lt;br /&gt;
[[File:Covert Operations SR (EU2012).png|300px|right|Covert Operations]]&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] a new option called Covert Operations becomes available in the Situation Room in May after [[EXALT (EU2012)|EXALT]] appears on the game. In [[Covert Operations (EU2012)|Covert Operations]] it is possible to perform Intel Scans to detect EXALT cells, send [[Covert Operative (EU2012)|Covert Operatives]] on missions on countries where there are cells and perform a raid on the EXALT HQ. After the EXALT Base is destroyed, the Covert Operations tab is removed from the Situation Room. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
* [[Strategy (EU2012)#Continent Analysis|Strategy]] - for a detailed breakdown of each of the Continental Bonuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95442</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95442"/>
		<updated>2020-08-09T11:39:22Z</updated>

		<summary type="html">&lt;p&gt;Nictis: /* Launch Satellite */ Removed sattelites granting engineers and scientists, replaced continent bonuses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room is the location at [[HQ (EU2012)|HQ]] where the Commander will be informed and deal with the strategic decisions affecting [[ (EU2012)| ]]XCOM on its fight against the [[Aliens (EU2012)|aliens]]. The Situation Room will display information about XCOM&#039;s [[Storyline (EU2012)#XCOM Objectives|objectives]], its [[Finances (EU2012)|Finances]], present [[News Items (EU2012)|news items]] from all over the world regarding the invasion, and the number of countries who have left the Council. It is also possible to launch [[Satellite (EU2012)|satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]].&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
[[File:Main Screen (EU2012).png|300px|right|Main Screen]]&lt;br /&gt;
The central area of Main Screen displays the Doom Tracker on the top left corner, the number of Deployed/Available Satellites on the top right and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Doom Tracker===&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|300px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If all 16 countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country Status===&lt;br /&gt;
[[File:Finances 1 (EU2012).png|right|300px|At least Brazil is safe!]]&lt;br /&gt;
The left and right sections of the Situation Room display the panic and defense level for each country, along with any satellites deployed and the current funding received for the country.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic Level ===&lt;br /&gt;
[[File:Panic Levels (EU2012).png|300px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 100 (and a tiered color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once all sixteen countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== News Ticker===&lt;br /&gt;
Located below the Main Screen, the News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
[[File:Omsk.png|900px|center|&amp;quot;We&#039;re sure there were not aliens involved - the UFO was swamp gas hit by ball lighting while planet Venus was on the sky seen by a citizen that had too much vodka.&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
[[File:Objectives SR (EU2012).png|300px|right|Objectives]]&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
[[File:Satellite Network (EU2012).png|300px|right|Satellite Network]]&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. &lt;br /&gt;
&lt;br /&gt;
The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |   ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Architects of the Future&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Laboratories and Workshops cost 50% less to build and maintain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Warfare&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Foundry (LWR)|Foundry]] projects have cash, alloy and elerium costs reduced by 25%. &#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wealth of Nations&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 25%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air Superiority&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Aircraft and aircraft weapons cost 20% less to purchase and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fear No Evil&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Countries are 10% more resistant to increases in panic and countries that have left the XCOM project still provide funding.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |   ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Architects of the Future&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Laboratories and Workshops cost 50% less to build and maintain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Warfare&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Foundry (LWR)|Foundry]] projects have cash, alloy and elerium costs reduced by 25%. &#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wealth of Nations&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 25%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air Superiority&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Aircraft and aircraft weapons cost 20% less to purchase and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fear No Evil&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Countries are 10% more resistant to increases in panic and countries that have left the XCOM project still provide funding.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Launching satellites will also decrease the [[Panic (EU2012)|panic]] level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also send [[UFOs (EU2012)#UFO Missions|UFOs]] on missions to try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game [[Difficulty  (EU2012)|difficulty]] and the bonus that is gained from placing the base on that continent.&lt;br /&gt;
Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70 (§105)&lt;br /&gt;
* South Africa: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
* Japan: §100 (§150)&lt;br /&gt;
* India: §60 (§90)&lt;br /&gt;
* Australia: §60 (§90)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100 (§150)&lt;br /&gt;
* Russia: §150 (§225)&lt;br /&gt;
* France: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039; (§270)&lt;br /&gt;
* Canada: §100 (§150)&lt;br /&gt;
* Mexico: §50 (§75)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70 (§105)&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039; (§120)&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 (§375) || Ʃ §320 (§480) || Ʃ §430 (§645) || Ʃ §330 (§495) || Ʃ §150 (§225)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grey Market==&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|Grey Market]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gray Market&#039;&#039;&#039; is mostly unchanged. You can sell resources and most manufactured equipment. However, the prices of items can fluctuate, with the prices changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + 10*ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
[[File:Request 2 (EU2012).png|300px|right|No Requests Available]]&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Covert Operations==&lt;br /&gt;
[[File:Covert Operations SR (EU2012).png|300px|right|Covert Operations]]&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] a new option called Covert Operations becomes available in the Situation Room in May after [[EXALT (EU2012)|EXALT]] appears on the game. In [[Covert Operations (EU2012)|Covert Operations]] it is possible to perform Intel Scans to detect EXALT cells, send [[Covert Operative (EU2012)|Covert Operatives]] on missions on countries where there are cells and perform a raid on the EXALT HQ. After the EXALT Base is destroyed, the Covert Operations tab is removed from the Situation Room. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
* [[Strategy (EU2012)#Continent Analysis|Strategy]] - for a detailed breakdown of each of the Continental Bonuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95435</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95435"/>
		<updated>2020-08-09T11:27:46Z</updated>

		<summary type="html">&lt;p&gt;Nictis: /* Panic Level */ Fixed panic levels to match LWR, matched loss state&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room is the location at [[HQ (EU2012)|HQ]] where the Commander will be informed and deal with the strategic decisions affecting [[ (EU2012)| ]]XCOM on its fight against the [[Aliens (EU2012)|aliens]]. The Situation Room will display information about XCOM&#039;s [[Storyline (EU2012)#XCOM Objectives|objectives]], its [[Finances (EU2012)|Finances]], present [[News Items (EU2012)|news items]] from all over the world regarding the invasion, and the number of countries who have left the Council. It is also possible to launch [[Satellite (EU2012)|satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]].&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
[[File:Main Screen (EU2012).png|300px|right|Main Screen]]&lt;br /&gt;
The central area of Main Screen displays the Doom Tracker on the top left corner, the number of Deployed/Available Satellites on the top right and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Doom Tracker===&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|300px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If all 16 countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country Status===&lt;br /&gt;
[[File:Finances 1 (EU2012).png|right|300px|At least Brazil is safe!]]&lt;br /&gt;
The left and right sections of the Situation Room display the panic and defense level for each country, along with any satellites deployed and the current funding received for the country.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic Level ===&lt;br /&gt;
[[File:Panic Levels (EU2012).png|300px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 100 (and a tiered color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once all sixteen countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== News Ticker===&lt;br /&gt;
Located below the Main Screen, the News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
[[File:Omsk.png|900px|center|&amp;quot;We&#039;re sure there were not aliens involved - the UFO was swamp gas hit by ball lighting while planet Venus was on the sky seen by a citizen that had too much vodka.&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
[[File:Objectives SR (EU2012).png|300px|right|Objectives]]&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
[[File:Satellite Network (EU2012).png|300px|right|Satellite Network]]&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. &lt;br /&gt;
&lt;br /&gt;
The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Launching satellites will also decrease the [[Panic (EU2012)|panic]] level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also send [[UFOs (EU2012)#UFO Missions|UFOs]] on missions to try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game [[Difficulty  (EU2012)|difficulty]] and the bonus that is gained from placing the base on that continent.&lt;br /&gt;
Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70 (§105)&lt;br /&gt;
* South Africa: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
* Japan: §100 (§150)&lt;br /&gt;
* India: §60 (§90)&lt;br /&gt;
* Australia: §60 (§90)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100 (§150)&lt;br /&gt;
* Russia: §150 (§225)&lt;br /&gt;
* France: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039; (§270)&lt;br /&gt;
* Canada: §100 (§150)&lt;br /&gt;
* Mexico: §50 (§75)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70 (§105)&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039; (§120)&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 (§375) || Ʃ §320 (§480) || Ʃ §430 (§645) || Ʃ §330 (§495) || Ʃ §150 (§225)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grey Market==&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|Grey Market]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gray Market&#039;&#039;&#039; is mostly unchanged. You can sell resources and most manufactured equipment. However, the prices of items can fluctuate, with the prices changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + 10*ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
[[File:Request 2 (EU2012).png|300px|right|No Requests Available]]&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Covert Operations==&lt;br /&gt;
[[File:Covert Operations SR (EU2012).png|300px|right|Covert Operations]]&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] a new option called Covert Operations becomes available in the Situation Room in May after [[EXALT (EU2012)|EXALT]] appears on the game. In [[Covert Operations (EU2012)|Covert Operations]] it is possible to perform Intel Scans to detect EXALT cells, send [[Covert Operative (EU2012)|Covert Operatives]] on missions on countries where there are cells and perform a raid on the EXALT HQ. After the EXALT Base is destroyed, the Covert Operations tab is removed from the Situation Room. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
* [[Strategy (EU2012)#Continent Analysis|Strategy]] - for a detailed breakdown of each of the Continental Bonuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95434</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95434"/>
		<updated>2020-08-09T11:26:13Z</updated>

		<summary type="html">&lt;p&gt;Nictis: /* Country Status */ Added defense level mention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room is the location at [[HQ (EU2012)|HQ]] where the Commander will be informed and deal with the strategic decisions affecting [[ (EU2012)| ]]XCOM on its fight against the [[Aliens (EU2012)|aliens]]. The Situation Room will display information about XCOM&#039;s [[Storyline (EU2012)#XCOM Objectives|objectives]], its [[Finances (EU2012)|Finances]], present [[News Items (EU2012)|news items]] from all over the world regarding the invasion, and the number of countries who have left the Council. It is also possible to launch [[Satellite (EU2012)|satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]].&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
[[File:Main Screen (EU2012).png|300px|right|Main Screen]]&lt;br /&gt;
The central area of Main Screen displays the Doom Tracker on the top left corner, the number of Deployed/Available Satellites on the top right and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Doom Tracker===&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|300px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If all 16 countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country Status===&lt;br /&gt;
[[File:Finances 1 (EU2012).png|right|300px|At least Brazil is safe!]]&lt;br /&gt;
The left and right sections of the Situation Room display the panic and defense level for each country, along with any satellites deployed and the current funding received for the country.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic Level ===&lt;br /&gt;
[[File:Panic Levels (EU2012).png|300px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once eight countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== News Ticker===&lt;br /&gt;
Located below the Main Screen, the News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
[[File:Omsk.png|900px|center|&amp;quot;We&#039;re sure there were not aliens involved - the UFO was swamp gas hit by ball lighting while planet Venus was on the sky seen by a citizen that had too much vodka.&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
[[File:Objectives SR (EU2012).png|300px|right|Objectives]]&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
[[File:Satellite Network (EU2012).png|300px|right|Satellite Network]]&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. &lt;br /&gt;
&lt;br /&gt;
The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Launching satellites will also decrease the [[Panic (EU2012)|panic]] level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also send [[UFOs (EU2012)#UFO Missions|UFOs]] on missions to try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game [[Difficulty  (EU2012)|difficulty]] and the bonus that is gained from placing the base on that continent.&lt;br /&gt;
Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70 (§105)&lt;br /&gt;
* South Africa: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
* Japan: §100 (§150)&lt;br /&gt;
* India: §60 (§90)&lt;br /&gt;
* Australia: §60 (§90)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100 (§150)&lt;br /&gt;
* Russia: §150 (§225)&lt;br /&gt;
* France: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039; (§270)&lt;br /&gt;
* Canada: §100 (§150)&lt;br /&gt;
* Mexico: §50 (§75)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70 (§105)&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039; (§120)&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 (§375) || Ʃ §320 (§480) || Ʃ §430 (§645) || Ʃ §330 (§495) || Ʃ §150 (§225)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grey Market==&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|Grey Market]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gray Market&#039;&#039;&#039; is mostly unchanged. You can sell resources and most manufactured equipment. However, the prices of items can fluctuate, with the prices changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + 10*ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
[[File:Request 2 (EU2012).png|300px|right|No Requests Available]]&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Covert Operations==&lt;br /&gt;
[[File:Covert Operations SR (EU2012).png|300px|right|Covert Operations]]&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] a new option called Covert Operations becomes available in the Situation Room in May after [[EXALT (EU2012)|EXALT]] appears on the game. In [[Covert Operations (EU2012)|Covert Operations]] it is possible to perform Intel Scans to detect EXALT cells, send [[Covert Operative (EU2012)|Covert Operatives]] on missions on countries where there are cells and perform a raid on the EXALT HQ. After the EXALT Base is destroyed, the Covert Operations tab is removed from the Situation Room. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
* [[Strategy (EU2012)#Continent Analysis|Strategy]] - for a detailed breakdown of each of the Continental Bonuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95433</id>
		<title>Situation Room (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(LWR)&amp;diff=95433"/>
		<updated>2020-08-09T11:25:23Z</updated>

		<summary type="html">&lt;p&gt;Nictis: /* Doom Tracker */ Actual loss state&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room is the location at [[HQ (EU2012)|HQ]] where the Commander will be informed and deal with the strategic decisions affecting [[ (EU2012)| ]]XCOM on its fight against the [[Aliens (EU2012)|aliens]]. The Situation Room will display information about XCOM&#039;s [[Storyline (EU2012)#XCOM Objectives|objectives]], its [[Finances (EU2012)|Finances]], present [[News Items (EU2012)|news items]] from all over the world regarding the invasion, and the number of countries who have left the Council. It is also possible to launch [[Satellite (EU2012)|satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]].&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
[[File:Main Screen (EU2012).png|300px|right|Main Screen]]&lt;br /&gt;
The central area of Main Screen displays the Doom Tracker on the top left corner, the number of Deployed/Available Satellites on the top right and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Doom Tracker===&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|300px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If all 16 countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Country Status===&lt;br /&gt;
[[File:Finances 1 (EU2012).png|right|300px|At least Brazil is safe!]]&lt;br /&gt;
The left and right sections of the Situation Room display the panic level for each country, along with any satellites deployed and the current funding received for the country.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic Level ===&lt;br /&gt;
[[File:Panic Levels (EU2012).png|300px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once eight countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== News Ticker===&lt;br /&gt;
Located below the Main Screen, the News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
[[File:Omsk.png|900px|center|&amp;quot;We&#039;re sure there were not aliens involved - the UFO was swamp gas hit by ball lighting while planet Venus was on the sky seen by a citizen that had too much vodka.&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
[[File:Objectives SR (EU2012).png|300px|right|Objectives]]&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Launch Satellite ==&lt;br /&gt;
[[File:Satellite Network (EU2012).png|300px|right|Satellite Network]]&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. &lt;br /&gt;
&lt;br /&gt;
The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less money.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Launching satellites will also decrease the [[Panic (EU2012)|panic]] level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also send [[UFOs (EU2012)#UFO Missions|UFOs]] on missions to try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game [[Difficulty  (EU2012)|difficulty]] and the bonus that is gained from placing the base on that continent.&lt;br /&gt;
Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70 (§105)&lt;br /&gt;
* South Africa: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
* Japan: §100 (§150)&lt;br /&gt;
* India: §60 (§90)&lt;br /&gt;
* Australia: §60 (§90)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100 (§150)&lt;br /&gt;
* Russia: §150 (§225)&lt;br /&gt;
* France: §80 (§120)&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039; (§150)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039; (§270)&lt;br /&gt;
* Canada: §100 (§150)&lt;br /&gt;
* Mexico: §50 (§75)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70 (§105)&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039; (§120)&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 (§375) || Ʃ §320 (§480) || Ʃ §430 (§645) || Ʃ §330 (§495) || Ʃ §150 (§225)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grey Market==&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|Grey Market]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gray Market&#039;&#039;&#039; is mostly unchanged. You can sell resources and most manufactured equipment. However, the prices of items can fluctuate, with the prices changing at the start of each month.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 Sell Cost = Base Cost * (2 + 10*ItemSeed) / 6&lt;br /&gt;
 Where ItemSeed is a new # between 0-9 each month, individual for each item&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
[[File:Request 2 (EU2012).png|300px|right|No Requests Available]]&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Covert Operations==&lt;br /&gt;
[[File:Covert Operations SR (EU2012).png|300px|right|Covert Operations]]&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] a new option called Covert Operations becomes available in the Situation Room in May after [[EXALT (EU2012)|EXALT]] appears on the game. In [[Covert Operations (EU2012)|Covert Operations]] it is possible to perform Intel Scans to detect EXALT cells, send [[Covert Operative (EU2012)|Covert Operatives]] on missions on countries where there are cells and perform a raid on the EXALT HQ. After the EXALT Base is destroyed, the Covert Operations tab is removed from the Situation Room. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
* [[Strategy (EU2012)#Continent Analysis|Strategy]] - for a detailed breakdown of each of the Continental Bonuses.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=95432</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=95432"/>
		<updated>2020-08-09T11:19:54Z</updated>

		<summary type="html">&lt;p&gt;Nictis: /* Officer training programs */  Uncertain fix on mission count for XTP 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
The campaign starts with 40 soldiers, unless starting with France&#039;s &amp;quot;Foreign Legion&amp;quot;, in which case you start with 60 soldiers. The capacity of the &#039;&#039;&#039;Barracks&#039;&#039;&#039; is 100, this is including SHIVs. There are following options:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;View Soldiers&#039;&#039;&#039;. Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them. However, unless the Barracks&#039; capacity is full, there is never reason to fire your soldiers, as they draw no salary.&lt;br /&gt;
*&#039;&#039;&#039;View the Memorial&#039;&#039;&#039;. Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
*&#039;&#039;&#039;Hire Soldiers&#039;&#039;&#039;. Each new soldier costs §110 on all difficulties. They take 9 days to arrive.&lt;br /&gt;
*&#039;&#039;&#039;Officer Training School&#039;&#039;&#039;. You can buy officer training programs here. See [[Officer Training School (LWR)]].&lt;br /&gt;
*&#039;&#039;&#039;Officer Promotions&#039;&#039;&#039;. Here you can choose which of your soldiers should become an officer, and to what rank they should be promoted. You can only assign titles that have already been purchased at the officers&#039; school.&lt;br /&gt;
*&#039;&#039;&#039;Visit the Psi Labs&#039;&#039;&#039;. Test soldiers to discover their psionic ability. Each test lasts 12-15 days, this depends on soldier&#039;s will, which also determines the success chance. See [[Psionic Labs (LWR)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1080px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_barracks.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Home of all your soldiers and SHIVs&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=1&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Officer_Training_School_(EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=XCom Training Programs and Officer Training Programs&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=One Soldier ranked as Corporal&lt;br /&gt;
|manpower=1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
|credits=200&lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|build time=7&lt;br /&gt;
|quick build time=4&lt;br /&gt;
|maintenance=10&lt;br /&gt;
|power=1&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compared to vanilla XCOM Enemy Unknown/Within, the &#039;&#039;&#039;Officer Training School&#039;&#039;&#039; has changed dramatically. Many of the vanilla upgrades have been removed and instead replaced with Officer training programs.&lt;br /&gt;
&lt;br /&gt;
Cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
==Officer training programs==&lt;br /&gt;
In addition, upgrades are unlocked based on the total number of successful missions during the game, instead of the vanilla requirements of a single soldier at a specific rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Total Successful Missions&amp;lt;/b&amp;gt; || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || Institutes the XTP (XCOM Training Programme): Healthy PFCs gain 20xp per day.&lt;br /&gt;
| - || 20 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || Upgrades the XTP (XCOM Training Programme): Healthy SPECs and LCPLs gain 50xp per day.&lt;br /&gt;
| Squad Size I || 70 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || Allows the promotion of 3 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 10 || 100&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 30 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || Allows the promotion of 2 additional Lieutenants and Captains, and allows the promotion of 2 Captains to Majors.&lt;br /&gt;
| Captains || 50 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || Allows the promotion of 2 additional Lieutenants, Captains and Majors, and allows the promotion of 2 Majors to Colonels.&lt;br /&gt;
| Majors || 90 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 120 || 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
Each [[Soldiers (LWR)|Officer]] must have completed at least 5 missions since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (Long War)|Psionic Soldiers]], [[MEC Trooper (Long War)|MEC Troopers]] and [[S.H.I.V. (Long War)|S.H.I.V.s]] cannot be promoted to [[Officers (Long War)|Officers]], and [[Officers (Long War)|Officers]] cannot discover or develop [[Psionic (Long War)|Psionic abilities]] or be augmented into [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier ranks (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Rank count !! Officer rank available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || 1 || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || 2 || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || 3 || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || 4 || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || 5 || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || 6 || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || 7 || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=95431</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=95431"/>
		<updated>2020-08-09T11:18:51Z</updated>

		<summary type="html">&lt;p&gt;Nictis: Changed link for OTS to go to LWR page (Nonexistant). Fixed hiring cost. Removed mention of Officers sharing Will. Changed Psi Labs link and length of Psi Testing. Renamed the OTS Projects and replaced Squad Size with the XTP, Renamed the ranks section to Officer Promotions and removed mentions of required ranks for promotion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
The campaign starts with 40 soldiers, unless starting with France&#039;s &amp;quot;Foreign Legion&amp;quot;, in which case you start with 60 soldiers. The capacity of the &#039;&#039;&#039;Barracks&#039;&#039;&#039; is 100, this is including SHIVs. There are following options:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;View Soldiers&#039;&#039;&#039;. Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them. However, unless the Barracks&#039; capacity is full, there is never reason to fire your soldiers, as they draw no salary.&lt;br /&gt;
*&#039;&#039;&#039;View the Memorial&#039;&#039;&#039;. Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
*&#039;&#039;&#039;Hire Soldiers&#039;&#039;&#039;. Each new soldier costs §110 on all difficulties. They take 9 days to arrive.&lt;br /&gt;
*&#039;&#039;&#039;Officer Training School&#039;&#039;&#039;. You can buy officer training programs here. See [[Officer Training School (LWR)]].&lt;br /&gt;
*&#039;&#039;&#039;Officer Promotions&#039;&#039;&#039;. Here you can choose which of your soldiers should become an officer, and to what rank they should be promoted. You can only assign titles that have already been purchased at the officers&#039; school.&lt;br /&gt;
*&#039;&#039;&#039;Visit the Psi Labs&#039;&#039;&#039;. Test soldiers to discover their psionic ability. Each test lasts 12-15 days, this depends on soldier&#039;s will, which also determines the success chance. See [[Psionic Labs (LWR)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1080px; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_barracks.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Home of all your soldiers and SHIVs&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=1&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Officer_Training_School_(EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=XCom Training Programs and Officer Training Programs&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=One Soldier ranked as Corporal&lt;br /&gt;
|manpower=1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
|credits=200&lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|build time=7&lt;br /&gt;
|quick build time=4&lt;br /&gt;
|maintenance=10&lt;br /&gt;
|power=1&lt;br /&gt;
|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compared to vanilla XCOM Enemy Unknown/Within, the &#039;&#039;&#039;Officer Training School&#039;&#039;&#039; has changed dramatically. Many of the vanilla upgrades have been removed and instead replaced with Officer training programs.&lt;br /&gt;
&lt;br /&gt;
Cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
==Officer training programs==&lt;br /&gt;
In addition, upgrades are unlocked based on the total number of successful missions during the game, instead of the vanilla requirements of a single soldier at a specific rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Total Successful Missions&amp;lt;/b&amp;gt; || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || Institutes the XTP (XCOM Training Programme): Healthy PFCs gain 20xp per day.&lt;br /&gt;
| - || 40 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || Upgrades the XTP (XCOM Training Programme): Healthy SPECs and LCPLs gain 50xp per day.&lt;br /&gt;
| Squad Size I || 70 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || Allows the promotion of 3 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 10 || 100&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 30 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || Allows the promotion of 2 additional Lieutenants and Captains, and allows the promotion of 2 Captains to Majors.&lt;br /&gt;
| Captains || 50 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || Allows the promotion of 2 additional Lieutenants, Captains and Majors, and allows the promotion of 2 Majors to Colonels.&lt;br /&gt;
| Majors || 90 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 120 || 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
Each [[Soldiers (LWR)|Officer]] must have completed at least 5 missions since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (Long War)|Psionic Soldiers]], [[MEC Trooper (Long War)|MEC Troopers]] and [[S.H.I.V. (Long War)|S.H.I.V.s]] cannot be promoted to [[Officers (Long War)|Officers]], and [[Officers (Long War)|Officers]] cannot discover or develop [[Psionic (Long War)|Psionic abilities]] or be augmented into [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier ranks (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Rank count !! Officer rank available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || 1 || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || 2 || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || 3 || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || 4 || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || 5 || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || 6 || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || 7 || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LWR)&amp;diff=95430</id>
		<title>Officers (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LWR)&amp;diff=95430"/>
		<updated>2020-08-09T10:42:56Z</updated>

		<summary type="html">&lt;p&gt;Nictis: Changed names of the OTS Projects to match the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officers&#039;&#039;&#039; have a separate upgrade path for soldiers, granting abilities that benefit the entire squad.&lt;br /&gt;
&lt;br /&gt;
To begin promoting officers, an [[Officer Training School (LWR)|Officer Training School]] is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.&lt;br /&gt;
&lt;br /&gt;
Any soldier that has the rank of at least Corporal, isn&#039;t a [[MEC Trooper (LWR)|MEC Trooper]] or a [[Psionic (LWR)|Psionic]] and has participated in at least 2 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:&lt;br /&gt;
&lt;br /&gt;
* The officer must have been on at least 2 missions (modified by Campaign Length) at his current officer rank.&lt;br /&gt;
* The officer must have gained a certain minimum standard rank – for example, Sergeant or higher is required for a promotion to Captain.&lt;br /&gt;
* The officer with higher will stat will be commanding a mission if several officers of the same rank are on the squad. &lt;br /&gt;
&lt;br /&gt;
== Officer Ranks ==&lt;br /&gt;
* All officers gain the perk &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; upon their first promotion, which grants them the ability to &#039;&#039;&#039;Command&#039;&#039;&#039;.&lt;br /&gt;
* Officers gain  additional &#039;&#039;&#039;Command&#039;&#039;&#039; charges at Major (2 charges total) and Field Commander (3 charges total).&lt;br /&gt;
* Each promotion presents a choice between one of two rank-specific Officer perks. This selection is permanent (and cumulative), but a different perk can be chosen for every officer.&lt;br /&gt;
* Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad during a battle. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; max-width:1080px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Commanding Officer (LWR)|text=1}}&lt;br /&gt;
{{ Command (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1080px&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 17%; padding: 7px;&amp;quot; | Officer Rank&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;width: 13%; padding: 7px;&amp;quot; | Minimum Level Requirement&lt;br /&gt;
! align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; style=&amp;quot;width: 70%; padding: 7px;&amp;quot; | Officer Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Lieutenant Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; || [[File: RANK SERGEANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Strength in Diversity (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Stay Frosty (LWR)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Captain Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039; || [[File: RANK LIEUTENANT.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Cover Tactics (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Inspired Tenacity (LWR)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Major Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039; || [[File: RANK CAPTAIN.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Show &#039;Em the Ropes (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Tricks of the Trade (LWR)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Colonel Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039; || [[File: RANK MAJOR.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ International Warriors (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Battlefield Aptitude (LWR)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Field Commander Medal Long War.png|128px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Field Commander&#039;&#039;&#039; || [[File: RANK COLONEL.png]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Comradery (LWR)|text=1}}&lt;br /&gt;
| style=&amp;quot;width:30%; padding: 25px 15px 0 15px; vertical-align: top&amp;quot; | {{ Combined Arms (LWR)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Officer Upgrades ==&lt;br /&gt;
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank and prior ranks. Purchasing these upgrades costs money and requires a certain number of total successful missions. When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:640px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 8px;&amp;quot; | Officer upgrades&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name !! width=&amp;quot;6%&amp;quot; | &#039;&#039;&#039;Required Successful Missions&#039;&#039;&#039; !! width=&amp;quot;6%&amp;quot; |&#039;&#039;&#039;Cost&#039;&#039;&#039; !! width=&amp;quot;30%&amp;quot;|&#039;&#039;&#039;Unlocked Billets&#039;&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 8px;&amp;quot; | &#039;&#039;&#039;Lieutenants &#039;&#039;&#039;|| 10 || §100 || 3x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 8px;&amp;quot; | &#039;&#039;&#039;Captains &#039;&#039;&#039;|| 30 || §200 || 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 8px;&amp;quot; | &#039;&#039;&#039;Majors &#039;&#039;&#039;|| 50 || §300 || 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 8px;&amp;quot; | &#039;&#039;&#039;Colonels &#039;&#039;&#039;|| 90 || §400 || 2x COL, 2x MAJ, 2x CAPT, 2x LT&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 8px;&amp;quot; | &#039;&#039;&#039;Field Commander &#039;&#039;&#039;|| 120 || §500 || 1x CMDR, 1x COL, 1x MAJ, 1x CAPT, 1x LT&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Total number of billets unlocked:&#039;&#039;&#039; 10x Lieutenant, 7x Captain, 5x Major, 3x Colonel, 1x Field Commander.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Nictis</name></author>
	</entry>
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