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[[Category: Long War 2]]
[[Category: Long War 2]]


Quick Power Usage Table.
The Avenger starts with 5/12 power due to existing facilities.
{| class="wikitable" width="50%" style="text-align: center"
{| class="wikitable" width="100%" style="text-align: left"
!Facility !! Base Power !! 1st Upgrade Power !! 2nd Upgrade Power !! 3rd Upgrade Power !! Total Power
This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)
!Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes
|-
|-
|Power Relay || +4 || +2 || +4 || - || +10
|GTS              ||$150/35/35      ||14d    ||-2/3/4   || -       ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations
|-
|-
|Workshop || +1 || 0 || - || - || +1
|AWC              ||$150/120        ||14d    ||-3/6    ||S 1      ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)
|-
|-
|Laboratory || -3 || -2 || -2 || -2 || -9
|Laboratory       ||$150/60/60/60  ||14d    ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output
|-
|-
|Resistance Comms || -4 || -3 || - || - || -7
|Workshop        ||$100/40        ||14d    ||+1      ||E 1/2    ||$0 ||Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer
|-
|-
|Defense Matrix || -1 || -1 ||  - || - || -2
|Power Relay      ||$100/60/60      ||10d    ||+4/6/11 ||E 1/2/2  ||$0 ||Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore
|-
|-
|Shadow Chamber || -8 || -6 || - || - || -14
|Resistance Comms ||$150/125        ||14d    ||-4/7    ||E 1/2    ||$0 ||1/2 Contacts; each engineer gives +2 Contacts
|-
|-
|Psi Chamber || -3 || -2 || - || - || -5
|Proving Ground  ||$50            ||14d    ||-2       ||E 2      ||$0 || Each engineer reduces project time by 50%
|-
|-
|Guerilla Tactics School || -3 || 0 || 0 || - ||  -3
|Defense Matrix  ||$50/35          ||14d    ||-1/2    ||E 1      ||$0 ||2/4 Turrets; engineer improves Turret stats
|-
|-
|Advanced Warfare Center || -3 || -2 || - ||  - || -5
|Psi Lab          ||$150/100        ||14d    ||-3/5    ||S 2       ||$0 ||Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%
|-
|-
|Power Relay || -3 || - || - || - || -3
|Shadow Chamber  ||$250/250        ||45d    ||-8/14    ||-       ||$0 ||Build also costs 10xAA 20xEC 3xECore
|}
|}
[[Category:Facilities (LW2)| ]]

Latest revision as of 03:33, 27 January 2021


The Avenger starts with 5/12 power due to existing facilities.

This table summarizes the purchasable facilities and upgrades as of version 1.5. (E = engineer, S = scientist)
Facility Cost/Upgrades Time Power Staff Upkeep Notes
GTS $150/35/35 14d -2/3/4 - $0 2 Rookie Training Stations; upgrades are Officer Training Stations
AWC $150/120 14d -3/6 S 1 $0 Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)
Laboratory $150/60/60/60 14d -3/5/7/9 S 1/2/3/4 $0 Each staffed scientist doubles their output
Workshop $100/40 14d +1 E 1/2 $0 Each engineer grants 2 workshop gremlins that can staff adjacent facilities as an engineer
Power Relay $100/60/60 10d +4/6/11 E 1/2/2 $0 Each engineer gives Power +5; 2nd upgrade also costs 1xAA 10xEC 1xECore
Resistance Comms $150/125 14d -4/7 E 1/2 $0 1/2 Contacts; each engineer gives +2 Contacts
Proving Ground $50 14d -2 E 2 $0 Each engineer reduces project time by 50%
Defense Matrix $50/35 14d -1/2 E 1 $0 2/4 Turrets; engineer improves Turret stats
Psi Lab $150/100 14d -3/5 S 2 $0 Build and upgrade also cost 1xECore; scientists reduce psi training time 50%/66%
Shadow Chamber $250/250 45d -8/14 - $0 Build also costs 10xAA 20xEC 3xECore