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The [[XCOM HQ (EU2012)|Headquarters]] in ''[[EU (2012)|EU]]'' is composed of a number of facilities and can be expanded (24 slots) by your [[Engineering (EU2012)|engineers]] as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated prior to building a facility. Excavations takes 5 days and costs §10, §20, §40 or §80 depending on the depth. Facilities may also be removed (§5).
#REDIRECT [[Engineering_(EU2012)#Build_Facilities]]
 
==Starting Facilities/Core Areas==
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]
[[Mission Control (EU2012)|Mission Control]]
* Contains the Geoscape where you can advance game time forward, choose [[Missions (EU2012)|missions]] to respond, view global [[Satellite (EU2012)|Satellite]] coverage, and watch aircraft on their way to a mission.
 
[[Hangar (EU2012)|Hangar]]
* Houses the base's [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptor (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth's continents.
 
[[Barracks (EU2012)|Barracks]]
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] & [[Psi Lab (EU2012)|Psi Lab]], and visit the [[Memorial (EU2012)|Memorial]] to fallen troopers.
* Capacity: 99 soldiers.
 
[[Research (EU2012)|Research]]
* Manage research projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].
 
[[Engineering (EU2012)|Engineering]]
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].
* Build additional facilities, excavate lower levels and build [[Access Lift (EU2012)|Access Lifts]].
 
[[Situation Room (EU2012)|Situation Room]]
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it's possible to raise credits by selling advanced technology to Earth's nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.
 
[[Armory (EU2012)|Armory]]
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]].
 
[[Infirmary (EU2012)|Infirmary]]
* Recover soldiers injured in battle.
 
==Acquirable/Removable Base Facilities==
Each facility has three basic stats:
* Time to build (days)
* Cost (credits, resources, manpower)
* Maintenance (§ per month)
 
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.
 
After researching [[Foundry (EU2012)#Advanced Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of credits, [[Elerium (EU2012)|Elerium]] and [[Alien Alloys (EU2012)|Alloys]] but shortens time by 50%.
 
===UFO Detection===
[[Satellite Uplink (EU2012)|Satellite Uplink]]
* Required to build: 5 Power, §150, 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)
* Time to build: 14 days
* Maintenance: §15/month
* Adjacency bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.
* Role: With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.
 
[[Satellite Nexus (EU2012)|Satellite Nexus]]
* Required research: Alien Nav Computer
* Required to build: 8 Power, §300, 25x Alloys, 2x UFO Flight Computer, 5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)
* Time to build: 21 days
* Maintenance: §26
* Adjacency bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.
* Role: With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.
 
[[Hyperwave Relay (EU2012)|Hyperwave Relay]]
* Required research: Hyperwave Communication
* Required to build: 4 Power, §175, 10x Alloys, 1x Hyperwave Beacon
* Time to build: 14 days
* Maintenance: §30/month
* Adjacency bonus: none, unique facility
* Role: Provides extra information about UFOs, such as number of crew, species and their objective. Cannot remove this facility.
 
===Research===
[[Laboratory (EU2012)|Laboratory]]
* Required to build: 3 Power, §125, 6 Scientists (second Laboratory requires 10 scientists, each next requires 5 more than previous)
* Time to build: 10 days
* Maintenance: §24/month
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory
* Role: Each Laboratory increases research speed by 20%
 
[[Alien Containment (EU2012)|Alien Containment]]
* Required research: Xeno-Biology
* Required to build: 5 Power, §85
* Time to build: 7 days
* Maintenance: §18/month
* Adjacency bonus: none, unique facility
* Role: Allows capture of live aliens and alien interrogation.
 
===Engineering===
[[Workshop (EU2012)|Workshop]]
* Required to build: 3 Power, §130, 6 Engineers (second Workshop requires 15 Engineers, each next requires 10 more than previous)
* Time to build: 10 days
* Maintenance: §26/month
* Adjacency bonus: +7% refund on resources used when building vehicles, foundry projects and facilities
* Role: Each provides 5 engineers once complete
 
[[Foundry (EU2012)|Foundry]]
* Required research: Experimental Warfare
* Required to build: 3 power, §75
* Time to build: 10 days
* Maintenance: §20/month
* Adjacency Bonus: none, unique facility
* Role: Develop new combat items or improve current items in the Foundry
 
[[Access Lift (EU2012)|Access Lift]]
* Required to build: 2 Power, §50
* Time to build: 5 days
* Maintenance: §10/month
* Role: Allows construction on lower levels
 
[[Power Generator (EU2012)|Power Generator]]
* Required to build: §60
* Time to build: 5 days
* Maintenance: §11/month
* Adjacency bonus: +2 power for every adjacent power facility
* Role: Power generators supply the power needed to run new facilities. Each generator supplies +6 power.
 
[[Thermo Power Generator (EU2012)|Thermo Power Generator]]
* Required to build: §200
* Time to build: 8 days
* Maintenance: §23/month
* Adjacency bonus: +2 power for every adjacent power facility
* Role: Thermal Generators supply +20 power, but must be built over [[Steam Vent (EU2012)|steam vents]]
 
[[Elerium Generator (EU2012)|Elerium Power Generator]]
* Required to build: §275, 40x [[Alien Alloys (EU2012)|Alloys]], 30x [[Elerium (EU2012)|Elerium]] and 2x [[UFO Power Source (EU2012)|UFO Power Source]]
* Time to build: 14 days
* Maintenance: §29/month
* Adjacency bonus: +2 power for every adjacent power facility
* Role: Elerium Generators supply +30 power, but require [[Elerium (EU2012)|Elerium]] research and special materials to be built.
 
===Soldiers===
[[Officer Training School (EU2012)|Officer Training School]]
* Required to build: 3 Power, §125, one soldier with Sergeant rank (already built on easy and normal difficulty)
* Time to build: 8 days
* Maintenance: §25/month
* Adjacency bonus: none, unique facility
* Role: Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining
 
[[Psionic Lab (EU2012)|Psionic Lab]]
* Required research: Interrogate Sectoid Commander
* Required to build: 3 Power, §200, 20x Elerium, 20x Alloys
* Time to build: 14 days
* Maintenance: §30/month
* Adjacency bonus: none, unique facility
* Role: Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.
 
[[Gollop Chamber (EU2012)|Gollop Chamber]]
* Required research: Ethereal Device
* Required to build: 5 Power, §200, 10x Elerium, 10x Alloys, 1x Ethereal Device
* Time to build: 14 days
* Maintenance: §100/month
* Adjacency bonus: none, unique facility
* Role: Gives a psionic storm skill to one of the psionic soldiers with high will. Can be used only once and triggers final mission. Cannot remove this facility.
 
==See Also==
 
{{Base Facilities (EU2012)}}
[[Category: Enemy Unknown (2012)]]
[[Category: Base Facilities (EU2012)]]

Latest revision as of 20:41, 20 February 2014