<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trenchie</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trenchie"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Trenchie"/>
	<updated>2026-05-01T09:32:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=40194</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=40194"/>
		<updated>2012-10-23T05:52:26Z</updated>

		<summary type="html">&lt;p&gt;Trenchie: /* Tips and tricks */ added suppresion tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arc Thrower is used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons from X-COM missions, as alien weapons explode into fragments when aliens die. The Arc Thrower can only be used at close range, and can only be fired twice per mission. The Arc Thrower has a better chance of working if the target is low-health.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{Ref Open | title = Arc Thrower}}&lt;br /&gt;
[[File:Arc_Thrower_(EU2012).png|right|340px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research&#039;&#039;&#039;: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §35, 5 Engineers&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Stun&#039;&#039;&#039;: Attempts to stun the target alien (2x / mission).&lt;br /&gt;
* &#039;&#039;&#039;Foundry Upgrades&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039;: Increased stun chance at 6 HP or below (up from 3).&lt;br /&gt;
** &#039;&#039;&#039;Repair SHIVs&#039;&#039;&#039;: Allows Arc Thrower to repair friendly SHIVs. &lt;br /&gt;
** &#039;&#039;&#039;???&#039;&#039;&#039;: Can attempt to take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]] (similar to mind control).&lt;br /&gt;
&#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}} &lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
* The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining (6 with Foundry upgrade).&lt;br /&gt;
* Given the close range, a Support class soldier with [[Classes_(EU2012)#Support|Sprinter]] is a fairly good candidate for packing the Arc Thrower. &lt;br /&gt;
* Alternatively, an Assault class soldier with [[Classes_(EU2012)#Assault|Lightning Reflexes]] is another good candidate for the Arc Thrower as they can avoid the first overwatch shot of the target.&lt;br /&gt;
* To ensure you don&#039;t lose soldiers because of a failed stun attempt, try stunning the alien using at least two people in one turn or have another soldier with a clear line of sight that can take out the target if the attempt fails. &lt;br /&gt;
* Note that the Arc Thrower does not affect robotic enemies or Chryssalids.&lt;br /&gt;
* If you have a sniper with the &#039;Disable Weapon&#039; skill, you can make the stun much safer on the approach, and should the stun attempt fail the enemy will be unable to return fire on their next turn.&lt;br /&gt;
* Use of Suppression Fire is a good way to keep a wounded enemy immobile and without shooting, while your Arc Thrower soldier approaches.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Trenchie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(EU2012)&amp;diff=40189</id>
		<title>Alien Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(EU2012)&amp;diff=40189"/>
		<updated>2012-10-23T02:13:52Z</updated>

		<summary type="html">&lt;p&gt;Trenchie: Detailed the panic levels for Abduction Missions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the course of EU, you will encounter numerous alien missions that you must stop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The default mission for the whole game, abductions are places the aliens harvest humans for unknown purposes. &lt;br /&gt;
&lt;br /&gt;
The aliens will pick 3 places from the countries that do not yet have radar coverage, and you must choose one location to respond. Each location will offer a different reward: Money, Scientists, Engineers or a ranked soldier.&lt;br /&gt;
&lt;br /&gt;
The location you choose to respond will have its panic level reduced (if the mission is successful). The two other locations will suffer a large panic increase (2 on Classic), and other countries in the same continents will suffer a smaller panic increase (1 on Classic).&lt;br /&gt;
&lt;br /&gt;
This is your basic &amp;quot;kill all the aliens&amp;quot; mission with no civilian interference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Sites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After a while, usually at the end of the month, the aliens will launch a terror site on a city. Ignoring it is a very bad idea, as this will most likely cause the country to defect as well as raise the panic in the other countries that lie in the same continent.&lt;br /&gt;
&lt;br /&gt;
These missions can be extremely difficult, so bring your best men. Chryssalids are very likely to be present, so be prepared. Cyberdiscs may also appear with them.&lt;br /&gt;
&lt;br /&gt;
The goal is to rescue all the civilians, and kill all the aliens. Panic reduction on a completed terror mission is based on the number of civilians saved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomb Defusal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The council will send you a transmission informing you that the aliens have planted a bomb, and offer you a reward, often in the form of cash or scientists/engineers, and panic reduction in that country.&lt;br /&gt;
&lt;br /&gt;
When you land your troops, a timer will appear telling you how many turns you have until the bomb detonates. You must delay the bomb by cutting off the energy supplies in the form of green boxes. Each cut supply gives you an extra turn. Speed is of the essence as you start with 3 turns, so pushing forward is a must. Be careful not to rush too much, as the aliens will make short work of you.&lt;br /&gt;
&lt;br /&gt;
After pushing up, you will eventually find the bomb. After defusing it, aliens (usually thin men) will drop down over the map and will be in overwatch. The goal now is to kill all aliens and reach the transport.&lt;br /&gt;
&lt;br /&gt;
Refusing this mission will not result in panic.&lt;/div&gt;</summary>
		<author><name>Trenchie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(EU2012)&amp;diff=40188</id>
		<title>Alien Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(EU2012)&amp;diff=40188"/>
		<updated>2012-10-23T02:09:53Z</updated>

		<summary type="html">&lt;p&gt;Trenchie: Not EVERY terror mission has chryssalids - Just played one with just Mutons, Berserkers and heavy floaters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the course of EU, you will encounter numerous alien missions that you must stop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abductions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The default mission for the whole game, abductions are places the aliens harvest humans for unknown purposes. You will have 3 places to choose from, each with a different reward. Care must be taken when choosing, as you cannot go to all 3, and there will be panic at the other 2 sites you did not visit. &lt;br /&gt;
&lt;br /&gt;
This is your basic &amp;quot;kill all the aliens&amp;quot; mission with no civilian interference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Sites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After a while, usually at the end of the month, the aliens will launch a terror site on a city. Ignoring it is a very bad idea, as this will most likely cause the country to defect as well as raise the panic in the other countries that lie in the same continent.&lt;br /&gt;
&lt;br /&gt;
These missions can be extremely difficult, so bring your best men. Chryssalids are very likely to be present, so be prepared. Cyberdiscs may also appear with them.&lt;br /&gt;
&lt;br /&gt;
The goal is to rescue all the civilians, and kill all the aliens. Panic reduction on a completed terror mission is based on the number of civilians saved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomb Defusal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The council will send you a transmission informing you that the aliens have planted a bomb, and offer you a reward, often in the form of cash or scientists/engineers, and panic reduction in that country.&lt;br /&gt;
&lt;br /&gt;
When you land your troops, a timer will appear telling you how many turns you have until the bomb detonates. You must delay the bomb by cutting off the energy supplies in the form of green boxes. Each cut supply gives you an extra turn. Speed is of the essence as you start with 3 turns, so pushing forward is a must. Be careful not to rush too much, as the aliens will make short work of you.&lt;br /&gt;
&lt;br /&gt;
After pushing up, you will eventually find the bomb. After defusing it, aliens (usually thin men) will drop down over the map and will be in overwatch. The goal now is to kill all aliens and reach the transport.&lt;br /&gt;
&lt;br /&gt;
Refusing this mission will not result in panic.&lt;/div&gt;</summary>
		<author><name>Trenchie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39105</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39105"/>
		<updated>2012-10-15T08:53:44Z</updated>

		<summary type="html">&lt;p&gt;Trenchie: added research pre-requisites to buildings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; padding:20px;&amp;quot;&lt;br /&gt;
| [[Image:DrShen.png|thumb|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Shen ===&lt;br /&gt;
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&#039;&#039;Info on workshops and bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&#039;&#039;Info about engineering projects.&#039;&#039;&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Items ===&lt;br /&gt;
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
* [[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
* [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
* [[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
* [[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
* [[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
* [[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
* [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
* [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]&lt;br /&gt;
* [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
* [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
* [[Satellite (EU2012)|Satellite]]&lt;br /&gt;
* [[Alloy SHIV (EU2012)|Alloy SHIV]]&lt;br /&gt;
* [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
* [[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
* [[Defence Matrix (dodge)]]&lt;br /&gt;
* [[Uplink Targeting (Aim)]]&lt;br /&gt;
&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Build Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nano sutures and high-potency stimulants. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §25&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Vehicles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite (EU2012)|Satellite]] || align=&amp;quot;center&amp;quot; | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §100&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | 20d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align=&amp;quot;center&amp;quot; | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. || align=&amp;quot;center&amp;quot; | Experimental Warfare || align=&amp;quot;center&amp;quot; | §20 (Normal)&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align=&amp;quot;center&amp;quot; | Activate this module during interception to provide an immediate, temporary booste to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. || align=&amp;quot;center&amp;quot; | Sectoid Autopsy || align=&amp;quot;center&amp;quot; | §5 (Normal)&amp;lt;br/&amp;gt; 3x Sectoid Corpse &amp;lt;br/&amp;gt; 5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align=&amp;quot;center&amp;quot; | Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field. || align=&amp;quot;center&amp;quot; | Alien Alloys, Heavy Weapons Platform (SHIV) || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;20 Alloys &amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs. || align=&amp;quot;center&amp;quot; | Heavy Weapons Platform (SHIV)|| align=&amp;quot;center&amp;quot; | §45&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
See also [[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Bonus&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Access Lift || align=&amp;quot;center&amp;quot; | Required to access a level. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power || align=&amp;quot;center&amp;quot; | §10 month || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Satellite Uplink || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §150&amp;lt;br/&amp;gt;5 Power&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §xx || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Satellite Nexus || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. || align=&amp;quot;center&amp;quot; | Alien Nav Computer Research || align=&amp;quot;center&amp;quot; | §300&amp;lt;br/&amp;gt;8 Power&amp;lt;br/&amp;gt;25 Engineers&amp;lt;br/&amp;gt;25x Alloys&amp;lt;br/&amp;gt;2x UFO Flight Computer || align=&amp;quot;center&amp;quot; | §26 month || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent uplink. || align=&amp;quot;center&amp;quot; | 21d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Power Generator || align=&amp;quot;center&amp;quot; | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §60 || align=&amp;quot;center&amp;quot; | §11 month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Thermo Generator || align=&amp;quot;center&amp;quot; | Thermal Power Generators supply +20 power, but must be built over steam vents. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §200 || align=&amp;quot;center&amp;quot; | §xx || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Laboratory || align=&amp;quot;center&amp;quot; | Each laboratory increases research speed by 20%. || align=&amp;quot;center&amp;quot; | Acquire 1+ scientist || align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;6 Scientists || align=&amp;quot;center&amp;quot; | §24 month || align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Workshop || align=&amp;quot;center&amp;quot; | Each workshop adds 5 engineers to our staff. || align=&amp;quot;center&amp;quot; | Acquire 1+ engineer || align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §26 month || align=&amp;quot;center&amp;quot; | +7% refund on resources used when building vehicles, foundry projects and facilities. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Foundry || align=&amp;quot;center&amp;quot; | Develop new combat items or improve current items in the Foundry. || align=&amp;quot;center&amp;quot; | Experimental Warfare Research || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power || align=&amp;quot;center&amp;quot; | §20 month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Alien Containment || align=&amp;quot;center&amp;quot; | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. || align=&amp;quot;center&amp;quot; | Xenobiology Research || align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §18 month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Trenchie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Engineering_(EU2012)&amp;diff=39104</id>
		<title>Talk:Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Engineering_(EU2012)&amp;diff=39104"/>
		<updated>2012-10-15T08:50:36Z</updated>

		<summary type="html">&lt;p&gt;Trenchie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The engineers requirements listed for uplink/workshop/nexus are wrong - it depends on how many you already have built. [[User:Momerathe|Momerathe]] 05:27, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ToDo: is there a simple rule-of-thumb that determines Foundry projects vs. Research projects? eg a sentence like &amp;quot;all equipment requiring elerium is researched at the Foundry&#039;&#039; [[User:Off the Rails|Off the Rails]] 04:06, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some base facilities requirements are wrong -- Foundry requires research, and laboratories and workshops require that you acquire at least one scientist/engineer beyond the initial ones, [[User:Trenchie|Trenchie]] 04:50, 15 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Trenchie</name></author>
	</entry>
</feed>