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		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=62692</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=62692"/>
		<updated>2015-01-05T21:41:28Z</updated>

		<summary type="html">&lt;p&gt;Xylan: Added more detailed descriptions to some of the Aerospace Improvements foundry projects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
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=== Foundry Projects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Projects&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Repairs&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS and MECs&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisk Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Repair Servos&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; perk.&lt;br /&gt;
| 50&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| 150&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 5x Drone Wreck, &amp;lt;br&amp;gt; 5x UFO Flight Computer&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| 21&lt;br /&gt;
| 3x Floater Corpses&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 5x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
| 25&lt;br /&gt;
| Elerium&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
| 75&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §500&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Rifle &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 75&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600&lt;br /&gt;
| 65&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants + 10% Critical hit chance to all pistols &lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +10% Aim to all pistols&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 damage to all pistols&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 15&lt;br /&gt;
| 50&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases Interceptor combat time. &amp;lt;br/&amp;gt; (Increases combat time by 5 seconds)&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases Interceptor HP. &amp;lt;br/&amp;gt;(Adds 1000 hp to all interceptors)&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 95&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles. &amp;lt;br/&amp;gt; (Each missile does 1/2 stingray damage)&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air-to-air weapons. &amp;lt;br/&amp;gt; (Increases interceptor armor penetration by 5)&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br&amp;gt; 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases Interceptor hit chance. &amp;lt;br/&amp;gt;(Increases interceptor aim by 10)&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 5&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer, &amp;lt;br&amp;gt; 10x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons. &amp;lt;br/&amp;gt; (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75)&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 4x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases Interceptor dodge chance. &amp;lt;br/&amp;gt; (Reduces UFO aim by 15)&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 5&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Seeker Wrecks,&amp;lt;br&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Power Source, &amp;lt;br&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Surgery,&amp;lt;br&amp;gt; 12x Alien Stasis Tank&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 10x Thin Man Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br&amp;gt; 2x Heavy Floater Corpse, &amp;lt;br&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 15&lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit chance by 10%&amp;lt;br&amp;gt;and increases critical hit chance when using Laser Sight by 5%&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Unlocks special psionic gear &lt;br /&gt;
| 25&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Weapons&lt;br /&gt;
| Blueshirts equip any spare Laser Rifles during an HQ Defense Mission &lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| 40&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Armor&lt;br /&gt;
| Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission &lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Xylan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=60738</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=60738"/>
		<updated>2014-11-05T19:40:07Z</updated>

		<summary type="html">&lt;p&gt;Xylan: Added weapon and accessory slots columns to the MEC armor table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
* Shadow Armor also reduces the amount of small item slots by one.&lt;br /&gt;
* Archangel Armor requires Titan Armor to build&lt;br /&gt;
* [[Damage Reduction (Long War)|Damage reduction]] 0.3 translates in game as a 30% chance to absorb one point of damage. This reduction stacks with other sources of DR, such as items, abilities and cover. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac vest Long War.png|center|128x64px]]&#039;&#039;&#039;Tac Vest&#039;&#039;&#039;||1||3||0||0||0|| - ||N/A|| None||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Tac Armor&#039;&#039;&#039;||2||1||0||0||0|| - ||N/A|| None||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Leather Jacket&#039;&#039;&#039;||0||5||0||0||0|| Covert Operatives only ||N/A|| None||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phalanx armor Long War.png|center|128x64px]]&#039;&#039;&#039;Phalanx Armor&#039;&#039;&#039;||3||2||0||0||0|| - ||14||Improved Body Armor||65||8||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|center|128x64px]]&#039;&#039;&#039;Kestrel armor&#039;&#039;&#039;||2||3||5||0||0||Grapple||20||Advanced Body Armor||100||8||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|center|128x64px]]&#039;&#039;&#039;Carapace armor&#039;&#039;&#039;||5||1||0||0||0|| - ||22||Advanced Body Armor||120||15||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|center|128x64px]]&#039;&#039;&#039;Aurora armor&#039;&#039;&#039;||4||2||10||10||0|| Psi Only||25||Xenopsionics ||150||15||50||5||10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Power Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|center|128x64px]]&#039;&#039;&#039;Banshee armor&#039;&#039;&#039;||3||4||15||0||0||Grapple||32||Mobile Power Armor||150||15||8||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|center|128x64px]]&#039;&#039;&#039;Aegis armor&#039;&#039;&#039;||7||2||0||0||0|| - ||28||Mobile Power Armor||200||25||10||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|center|128x64px]]&#039;&#039;&#039;Corsair Armor&#039;&#039;&#039;||6||3||10||0||0||Grapple||45||Advanced Power Armor||350||30||20||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|center|128x64px]]&#039;&#039;&#039;Titan Armor&#039;&#039;&#039;||10||0||0||0||0.3|| Poison/Fire||45||Advanced Power Armor||350||35||15||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|center|128x64px]]&#039;&#039;&#039;Seraphim Armor&#039;&#039;&#039;||5||3||10||0||0|| Fly||55||Antigrav Systems||350||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|center|128x64px]]&#039;&#039;&#039;Archangel Armor&#039;&#039;&#039;||8||2||0||0||0.3|| Fly/Poison/Fire||60||Antigrav Systems||300||20||20||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|center|128x64px]]&#039;&#039;&#039;Shadow armor&#039;&#039;&#039;||4||2||20||0||0||Grapple/Ghost*||70||Stealth Systems||600||40||10||50||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|center|128x64px]]&#039;&#039;&#039;Vortex armor&#039;&#039;&#039;||8||2||10||20||0|| Psi Only &amp;lt;br/&amp;gt; Eliminates Post Mission Fatigue ||80||Mind and Machine||1000||50||40||40||14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MEC Armor==&lt;br /&gt;
&lt;br /&gt;
*Each MEC-2 requires a MEC-1 to build&lt;br /&gt;
*Each MEC-3 requires a MEC-2 to build&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | MEC Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Bellator_in_Machina_blue.png|center|128x64px]]&#039;&#039;&#039;MEC-1 Warden&#039;&#039;&#039;||10||4||20||10||1.0||1||2||Poison/Fire ||25||...||200||30||20||20||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Bellator_in_Machina_blue.png|center|128x64px]]&#039;&#039;&#039;MEC-2 Sentinel&#039;&#039;&#039;||14||5||20||15||1.3||2||2||Poison/Fire ||45||...||400||50||30||40||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Bellator_in_Machina_blue.png|center|128x64px]]&#039;&#039;&#039;MEC-3 Paladin&#039;&#039;&#039;||18||5||20||20||1.5||3||1||Poison/Fire  ||65||...||600||80||40||60||14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Xylan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&amp;diff=59915</id>
		<title>HQ Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&amp;diff=59915"/>
		<updated>2014-10-10T07:22:24Z</updated>

		<summary type="html">&lt;p&gt;Xylan: Reconstruction of the facilities page to push everything into a table and make it look pretty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=HQ facilities=&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you&#039;d expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.&lt;br /&gt;
&lt;br /&gt;
==Static facilities==&lt;br /&gt;
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
===[[Mission Control (Long War)|Mission Control]]===&lt;br /&gt;
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a &#039;hologlobe&#039;). In this room you can scan for incoming alien contacts through XCOM&#039;s satellite network (allowing for the passage of time), and missions can be launched from here.&lt;br /&gt;
&lt;br /&gt;
===[[Situation Room (Long War)|Situation Room]]===&lt;br /&gt;
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM&#039;s finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.&lt;br /&gt;
&lt;br /&gt;
===[[Engineering (Long War)|Engineering]]===&lt;br /&gt;
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.&lt;br /&gt;
&lt;br /&gt;
===[[Research (Long War)|Research Labs]]===&lt;br /&gt;
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.&lt;br /&gt;
&lt;br /&gt;
===[[Barracks (Long War)|Barracks]]===&lt;br /&gt;
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.&lt;br /&gt;
&lt;br /&gt;
===[[Hangar (Long War)|Hangar]]===&lt;br /&gt;
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.&lt;br /&gt;
&lt;br /&gt;
==Additional facilities==&lt;br /&gt;
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.&lt;br /&gt;
&lt;br /&gt;
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It&#039;s also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot; | Xcom Base Facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Research To Unlock !! | Materials !! | Upkeep !! | Power !! | Build Time !! | Synergy !! | Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Access Lift (Long War)|Access Lift]]|| None || §100 || §10 || -2 || 7 Days || None || Required to reach lower levels of your base&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Containment (Long War)|Alien Containment]]|| Xenobiology || §200 &amp;lt;br/&amp;gt; 10 Alloys || §35 || -6 || 14 Days || None || Houses aliens for interrogation&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybernetics Lab (Long War)|Cybernetics Lab]]|| Alien Biocybernetics || §300 || §35 || -6 || 21 Days || Gives workshop adjacency bonus when built near workshop || Allows the conversion of soldiers to MEC Troopers&lt;br /&gt;
|-&lt;br /&gt;
|[[Fission Generator (Long War)|Fission Generator]]|| None || §120 || §25 || +6 || 5 Days || Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator || Required to power other XCOM Facilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Generator (Long War)|Elerium Generator]]|| Alien Power System || §400 &amp;lt;br/&amp;gt; 30 Elerium &amp;lt;br/&amp;gt; 30 Alloys || §25 || +35 || 25 Days || Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator || Required to power other XCOM Facilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Thermo Generator (Long War)|Thermo Generator]]|| None || §350 || §35 || +25 || 21 Days || Must be built on a Steam Vent &amp;lt;br/&amp;gt; Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator || Required to power other XCOM Facilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Foundry (Long War)|Foundry]]|| None || §200 || §25 || -5 || 18 Days || None || Allows research of foundry projects&lt;br /&gt;
|-&lt;br /&gt;
|[[Genetics Lab (Long War)|Genetics Lab]]|| Xenogenetics || §200 || §30 || -4 || 21 Days || Gives laboratory adjacency bonus when built near laboratory || Allows genetic modification of soldiers&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyperwave Relay (Long War)|Hyperwave Relay]]|| Alien Communication || §600 &amp;lt;br/&amp;gt; 30 Elerium &amp;lt;br/&amp;gt; 50 Alloys || §100 || -15 || 28 Days || None || Allows detection of special UFOs, and shows extended informationabout UFOs when they are detected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Laboratory (Long War)|Laboratory]]|| None || §200 || §30 || -4 || 21 Days || +10% bonus for each adjacent laboratory/genetics lab || Speeds up research by 20%&lt;br /&gt;
|-&lt;br /&gt;
|[[Officer Training School (Long War)|Officer Training School]]|| Any soldier reaches rank of Corporal || §200 || §10 || -1 || 7 Days || None || Allows you to upgrade various aspects of your squad&lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic Labs (Long War)|Psionic Labs]]|| Xenopsionics || §250 || §30 || -5 || 21 Days || None || Allows soldiers to train psionic abilities&lt;br /&gt;
|-&lt;br /&gt;
|[[Satellite Nexus (Long War)|Satellite Nexus]]|| Alien Computer || §300 &amp;lt;br/&amp;gt; 10 Elerium &amp;lt;br/&amp;gt; 25 Alloys &amp;lt;br/&amp;gt; 2 UFO Flight Computers || §30 || -8 || 21 Days || +1 additional satellite per adjacent uplink/nexus || Provides communication to 2 satellites. Required to launch satellites over countries&lt;br /&gt;
|-&lt;br /&gt;
|[[Satellite Uplink (Long War)|Satellite Uplink]]|| None || §200 || §30 || -5 || 21 Days || None || Provides communication to 1 satellite. Required to launch satellites over countries&lt;br /&gt;
|-&lt;br /&gt;
|[[Workshop (Long War)|Workshop]]|| None || §200 || §30 || -4 || 21 Days || +5% bonus to each adjacent workshop/cybernetics lab/foundry || 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Alien Containment (Long War)|Alien Containment]]===&lt;br /&gt;
Houses aliens for interrogation. Requires Xenobiology to construct.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 + 10 alloys for 14 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -10&lt;br /&gt;
&lt;br /&gt;
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===&lt;br /&gt;
Allows the conversion of soldiers to [[MEC Trooper (Long War)|MEC Troopers]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §300 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : $35&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -6&lt;br /&gt;
&lt;br /&gt;
===[[Fission Generator (Long War)|Fission Generator]]===&lt;br /&gt;
Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §120 for 10 days. Or §180 + 10 meld for 5 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : $25&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : +6&lt;br /&gt;
&lt;br /&gt;
===[[Elerium Generator (Long War)|Elerium Generator]]===&lt;br /&gt;
Provides power and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §400 + 30 elerium + 30 alloys for 25 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §25&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : +35&lt;br /&gt;
&lt;br /&gt;
===[[Thermo Generator (Long War)|Thermo Generator]]===&lt;br /&gt;
Provides power (but must be built on a steam vent) and adjacency bonus of +3 power per adjacent Fission/Elerium/Thermo generator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §350 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §35&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : +25&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (Long War)|Foundry]]===&lt;br /&gt;
Allows research of foundry projects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 18 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §25&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -5&lt;br /&gt;
&lt;br /&gt;
===[[Genetics Lab (Long War)|Genetics Lab]]===&lt;br /&gt;
Allows [[Gene Mods (Long War)|genetic modification]] of soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -4&lt;br /&gt;
&lt;br /&gt;
===[[Hyperwave Relay (Long War)|Hyperwave Relay]]===&lt;br /&gt;
Allows detection of [[UFOs (Long War)#Overseer|special UFOs]], and shows extended information about UFOs when they are detected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §600 + 30 elerium + 50 alloys for 28 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §100&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -15&lt;br /&gt;
&lt;br /&gt;
===[[Laboratory (Long War)|Laboratory]]===&lt;br /&gt;
Speeds up research by 20%, +10% bonus for each adjacent laboratories or genetics lab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days. Or §300 + 10 meld for 11 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -4&lt;br /&gt;
&lt;br /&gt;
===[[Officer Training School (Long War)|Officer Training School]]===&lt;br /&gt;
Allows you to upgrade different aspects of your squad. This building becomes available to build after a squad member reaches the rank of Corporal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 7 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -1&lt;br /&gt;
&lt;br /&gt;
===[[Psionics Labs (Long War)|Psionic Labs]]===&lt;br /&gt;
Allow soldiers to train [[Psionic (Long War)|psionic]] abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §250 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -5&lt;br /&gt;
&lt;br /&gt;
===[[Satellite Nexus (Long War)|Satellite Nexus]]===&lt;br /&gt;
A Satellite Nexus is a direct upgrade to the Satellite Uplink, providing communication to 2 satellites with similar adjacency bonus of one additional satellite per adjacency. Sharing the engineers requirement of the Satellite Uplink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §300 + 10 elerium + 25 alloys + 2 UFO flight computers for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -8&lt;br /&gt;
&lt;br /&gt;
===[[Satellite Uplink (Long War)|Satellite Uplink]]===&lt;br /&gt;
A Satellite Uplink provides communication to 1 satellite. The Satellite Uplink also provides an adjacency bonus of one additional satellite per adjacency when connecting to another Satellite Uplink or Satellite Nexus.&lt;br /&gt;
To build a Satellite Uplink, one must have 5/10/20/30/40/?? engineers on staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days. Or §300 + 10 meld for 11 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §20&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -5&lt;br /&gt;
&lt;br /&gt;
===[[Workshop (Long War)|Workshop]]===&lt;br /&gt;
A Workshop gives the player a direct 10% cash discount on items from the Engineering department, as well as a 10% refund of materials used ; plus an adjacency bonus of 5% with workshops/foundy/cybernetic lab. The total discount cannot exceed 50%.&lt;br /&gt;
Requires 10/? engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction&#039;&#039;&#039; : §200 for 21 days.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; : §30&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Power&#039;&#039;&#039; : -4&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Xylan</name></author>
	</entry>
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