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[[File:Xcom-base.jpg|thumb|500px|link=http://www.gameinformer.com/p/xcom-interactive-ant-farm.aspx|GameInformer's interactive "''Ant Farm''"]] The "''Ant Farm''" is the single base from which the player coordinates their fight against the alien menace.  Everything one would consider to be the 'strategy' layer (as opposed to the 'tactical combat' layer) is handled here.  Nicknamed the 'Ant Farm' by the design team, the base is presented with a side view cross-section that allows the player to zoom in on the different [[#Facilities]].  Click the image to go to the browser-based interactive "''Ant Farm''" presented by GameInformer.
The "''Ant Farm''" is the single base from which the player coordinates their fight against the alien menace.  Everything one would consider to be the 'strategy' layer (as opposed to the 'tactical combat' layer) is handled here.  Nicknamed the "''Ant Farm''" by the design team, the base is presented in a cross-section side view that allows the player to zoom in on the different Facilities.  Each facility requires some amount of power to operate as well as a monthly maintenance (§) cost.  Click the image to go to the browser-based interactive "''Ant Farm''" presented by GameInformer.
 
 
 
 


Discussion of strategy regarding adjacency bonuses and base layout is in the [[Base Management XEU12|Base Management]] page.


[[File:Xcom-base.jpg|500px|right|link=http://www.gameinformer.com/p/xcom-interactive-ant-farm.aspx|GameInformer's interactive "''Ant Farm''"]]


== Facilities ==
== Facilities ==
== Starting Base ==
The base has 24 expansion slots available to construct new facilities. The position of the facilities in relation to one another will provide output bonuses.  Each slot must be excavated (§10; 5 days) in order to buld a facility.  Facilities may also be removed (§5). The vacant slots' bonuses (e.g., presence of 'steam vent') are randomized each game.  Facilities listed (alphabetical order) with build/maintenance/adjacency information are the ones you can build through the course of the game; the others are the default facilities you start with and cannot duplicate.
The starting base comes with the following facilities. Each facility requires a certain amount of power units, which can be increased by building additional power generators.
* [[Hangar (EU2012)|Hangar]] - Houses interdiction & troop transport aircraft
* [[Mission Control (EU2012)|Mission Control]] - Contains the [[Geoscape (2012)|Geoscape]]
* [[Situation Room (EU2012)|Situation Room]] - Funding Council, panic level, satellite cover, finances, & objectives
* [[Armory (EU2012)|Armory]] - equip soldiers
* [[Barracks (EU2012)|Barracks]] - view & recruit soldiers, view lost soldier memorial
* [[Science Lab (EU2012)|Science Labs]] - Research
* [[Engineering  (EU2012)|Engineering]] - Manufacturing
* [[Infirmary (EU2012)|Infirmary]] - Injured soldier recovery after combat missions
* [[Access Lift (EU2012)|Access Lift]] - Access to lower levels
 
== Base Expansion==
The base has 24 expansion slots available to construct new facilities. The position of the facilities in relation to one another will provide bonuses to their output.  Each slot must be excavated ([http://www.youtube.com/watch?feature=player_detailpage&v=Vyj0BDEXKPc#t=82s §10; 5 days]) in order to buld a facility.  Facilities may also be removed ([http://www.youtube.com/watch?feature=player_detailpage&v=Vyj0BDEXKPc#t=93s §5]).
 
* [[Alien Containment (EU2012)|Alien Containment]] - interrogate live captured aliens
* [[OTS (EU2012)|Officer Training School]] - train soldiers & upgrade squad size
* [[Laboratory (EU2012)|Laboratories]] - Boosts Science Lab
* [[Workshop (EU2012)|Workshop]] - Boosts Engineering, "Random resource rebate on whatever you built"
* [[Foundry (EU2012)|The Foundry]] - Large manufacturing projects, improving manufacturable item attributes
* [[Power Generator (EU2012)|Power Generator]]
* [[Thermal Power Generator (EU2012)|Thermal Power Generator]] - More power, require steam vent
* [[Satellite Uplink (EU2012)|Satellite Uplink]] - Allows new satellites over other countries
* [[Satellite Nexus (EU2012)|Satellite Nexus]] - An alternative to Uplinks allowing more satellites at increased cost
 
The lower, unbuilt base level ground bonuses are randomized for each game.
 
===Base Design===
The position of the facilities in relation to one another will provide bonuses to their outputFor example, building Labs next to each other provide an adjacency bonus that increases the speed of research.


Be considerate of the available expansions slots you leave in the long-term. As an example, you could build several Satellite Uplinks for an overall lower monetary and resource cost than a Satellite Nexus. However, the Nexus takes up less physical space. Getting near the end of the game and finding out your limited on space, need to remove facilities (at cost), and then wait for new ones to build could cost you the game. On the flip side, there may be reasons you end up with 'extra' space: you may get lucky and have a lot of steam vents, you may be really good at combat such that you don't need as many research and manufacturing facilities, or you might just choose to protect a select few countries with fewer total satellites.
===Access Lift===
* Connects the original Access Lift to lower levels for base expansion downward
** Build: §50 ; 2pwr ; 5day
** Maintenance: §10/mo
** Adjacency: none
===Alien Containment===
* Interrogate live, captured aliens
** Build: §85 ; 5pwr ; Xday ; [[Research XEU12|Research]]ed Xeno-Biology
** Maintenance: §18/mo
** Adjacency: X
{|
| [[File:AlienContainment.jpg|thumb]]
|}
===Armory===
* Equip soldiers
===Barracks===
* View & recruit soldiers (capacity = 99), edit attributes & equipment, access the OTS & Psi Lab, & view the lost soldier memorial
{|
| [[File:Barracks.jpg|thumb]]
|}
===Engineering===
* Choose which [[Equipment XEU12|Equipment]] & [[Aircraft XEU12|Aircraft]] to produce
* Receives bonuses from Workshops & Foundries
{|
| [[File:Engineering.jpg|thumb]]
|}
===Foundry===
* Produce large items (e.g., [[SHIV XEU12|SHIV]]) & improve manufactured item attributes
** Build: §75 ; 3pwr ; 10day ; [[Research XEU12|Research]]ed Experimental Warfare
** Maintenance: §20/mo
** Adjacency: X
===Hangar===
* Houses interdiction & troop transport aircraft
** Additional aircraft can be stationed in other countries or continents where the player has launched satellite coverage.
===Infirmary===
* Check the status of injured-soldier recovery
===Laboratories===
* +20% [[Research XEU12|Research]] speed
** Build: §125 ; 3pwr ; 10day ; 6 scientists (not consumed)
** Maintenance: §24/mo
** Adjacency: +10% speed each adjacent Lab
===Mission Control===
* Contains the Globe where you can advance game time forward by "''Scanning for Activity''", choose missions, dispatch aircraft & manage their combat, view satellite coverage, & watch aircraft in-flight
{|
| [[File:Geoscape 2 EU2012.png|thumb]]
|}
===Officer Training School===
* Train soldiers to improve abilities & perks as well as upgrade squad size
** Build: §X ; Xpwr ; Xday
** Maintenance: §25/mo
** Adjacency: X
===Power Generator===
* +6 total power available for facilities
** Build: §60 ; 0pwr ; Xday
** Maintenance: §X/mo
** Adjacency: +2 power each adjacent Generator
===Satellite Nexus===
* A one-slot alternative to the Satellite Uplink allowing more satellites, but at increased cost
** Build: §X ; Xpwr ; Xday
** Maintenance: §X/mo
** Adjacency: X
===Satellite Uplink===
* +2 total satellites can be launched / linked
** Build: §150 ; 5pwr ; Xday ; 10 engineers (not consumed)
** Maintenance: §15/mo
** Adjacency: X
===Science Lab===
* Decide which projects to [[Research XEU12|Research]] & see results from completed projects
* Receives [[Research XEU12|Research]] speed bonuses from building Laboratories
{|
| [[File:Science Lab.jpg|thumb]]
|}
===[[Situation Room XEU12|Situation Room]]===
* Access the Funding Council, a 2-D map, panic levels, satellite cover, finances, the [[Gray Market XEU12|Gray Market]], & objectives


(This would be a great place to talk about adjacency once we figure it out; 2x2, plus shape, all-in-a-row, etc.)
===Thermal Power Generator===
* +20 total power available for facilities
** Build: §200 ; 0pwr ; Xday ; built on 'steam vent'
** Maintenance: §X/mo
** Adjacency: +2 power each adjacent Generator
{|
| [[File:Thermal power.jpg|thumb]]
|}
===Workshop===
* Helps speed up production & provides resource rebates for completed products
** Build: §X ; Xpwr ; Xday ; [[Research XEU12|Research]]ed Experimental Warfare
** Maintenance: §26/mo
** Adjacency: X
{|
| [[File:Workshop.jpg|thumb]]
|}


[[Category: XEU12]]
[[Category: XEU12]]

Latest revision as of 03:49, 6 October 2012

The "Ant Farm" is the single base from which the player coordinates their fight against the alien menace. Everything one would consider to be the 'strategy' layer (as opposed to the 'tactical combat' layer) is handled here. Nicknamed the "Ant Farm" by the design team, the base is presented in a cross-section side view that allows the player to zoom in on the different Facilities. Each facility requires some amount of power to operate as well as a monthly maintenance (§) cost. Click the image to go to the browser-based interactive "Ant Farm" presented by GameInformer.

Discussion of strategy regarding adjacency bonuses and base layout is in the Base Management page.

GameInformer's interactive "Ant Farm"
GameInformer's interactive "Ant Farm"

Facilities

The base has 24 expansion slots available to construct new facilities. The position of the facilities in relation to one another will provide output bonuses. Each slot must be excavated (§10; 5 days) in order to buld a facility. Facilities may also be removed (§5). The vacant slots' bonuses (e.g., presence of 'steam vent') are randomized each game. Facilities listed (alphabetical order) with build/maintenance/adjacency information are the ones you can build through the course of the game; the others are the default facilities you start with and cannot duplicate.

Access Lift

  • Connects the original Access Lift to lower levels for base expansion downward
    • Build: §50 ; 2pwr ; 5day
    • Maintenance: §10/mo
    • Adjacency: none

Alien Containment

  • Interrogate live, captured aliens
    • Build: §85 ; 5pwr ; Xday ; Researched Xeno-Biology
    • Maintenance: §18/mo
    • Adjacency: X

Armory

  • Equip soldiers

Barracks

  • View & recruit soldiers (capacity = 99), edit attributes & equipment, access the OTS & Psi Lab, & view the lost soldier memorial

Engineering

  • Choose which Equipment & Aircraft to produce
  • Receives bonuses from Workshops & Foundries

Foundry

  • Produce large items (e.g., SHIV) & improve manufactured item attributes
    • Build: §75 ; 3pwr ; 10day ; Researched Experimental Warfare
    • Maintenance: §20/mo
    • Adjacency: X

Hangar

  • Houses interdiction & troop transport aircraft
    • Additional aircraft can be stationed in other countries or continents where the player has launched satellite coverage.

Infirmary

  • Check the status of injured-soldier recovery

Laboratories

  • +20% Research speed
    • Build: §125 ; 3pwr ; 10day ; 6 scientists (not consumed)
    • Maintenance: §24/mo
    • Adjacency: +10% speed each adjacent Lab

Mission Control

  • Contains the Globe where you can advance game time forward by "Scanning for Activity", choose missions, dispatch aircraft & manage their combat, view satellite coverage, & watch aircraft in-flight

Officer Training School

  • Train soldiers to improve abilities & perks as well as upgrade squad size
    • Build: §X ; Xpwr ; Xday
    • Maintenance: §25/mo
    • Adjacency: X

Power Generator

  • +6 total power available for facilities
    • Build: §60 ; 0pwr ; Xday
    • Maintenance: §X/mo
    • Adjacency: +2 power each adjacent Generator

Satellite Nexus

  • A one-slot alternative to the Satellite Uplink allowing more satellites, but at increased cost
    • Build: §X ; Xpwr ; Xday
    • Maintenance: §X/mo
    • Adjacency: X

Satellite Uplink

  • +2 total satellites can be launched / linked
    • Build: §150 ; 5pwr ; Xday ; 10 engineers (not consumed)
    • Maintenance: §15/mo
    • Adjacency: X

Science Lab

  • Decide which projects to Research & see results from completed projects
  • Receives Research speed bonuses from building Laboratories

Situation Room

  • Access the Funding Council, a 2-D map, panic levels, satellite cover, finances, the Gray Market, & objectives

Thermal Power Generator

  • +20 total power available for facilities
    • Build: §200 ; 0pwr ; Xday ; built on 'steam vent'
    • Maintenance: §X/mo
    • Adjacency: +2 power each adjacent Generator

Workshop

  • Helps speed up production & provides resource rebates for completed products
    • Build: §X ; Xpwr ; Xday ; Researched Experimental Warfare
    • Maintenance: §26/mo
    • Adjacency: X