Facilities (LW2): Difference between revisions
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[[Category: Long War 2]] | [[Category: Long War 2]] | ||
The Avenger starts with 5/12 power due to existing facilities. | |||
{| class="wikitable" width=" | {| class="wikitable" width="100%" style="text-align: left" | ||
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 | !Facility !! Cost/Upgrades !! Time !! Power !! Staff !! Upkeep !! Notes | ||
|- | |- | ||
|GTS | |GTS ||$150/35/35 ||14d ||-2/3/4 || - ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations | ||
|- | |- | ||
|AWC | |AWC ||$150/120 ||14d ||-3/6 ||S 1 ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty) | ||
|- | |- | ||
|Laboratory | |Laboratory ||$150/60/60/60 ||14d ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output | ||
|- | |- | ||
|Workshop | |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 | |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 | |Resistance Comms ||$150/125 ||14d ||-4/7 ||E 1/2 ||$0 ||1/2 Contacts; each engineer gives +2 Contacts | ||
|- | |- | ||
|Proving Ground | |Proving Ground ||$50 ||14d ||-2 ||E 2 ||$0 || Each engineer reduces project time by 50% | ||
|- | |- | ||
|Defense Matrix | |Defense Matrix ||$50/35 ||14d ||-1/2 ||E 1 ||$0 ||2/4 Turrets; engineer improves Turret stats | ||
|- | |- | ||
|Psi Lab | |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 | |Shadow Chamber ||$250/250 ||45d ||-8/14 ||- ||$0 ||Build also costs 10xAA 20xEC 3xECore | ||
|} | |} | ||
[[Category:Facilities (LW2)| ]] | [[Category:Facilities (LW2)| ]] | ||
Latest revision as of 03:33, 27 January 2021
The Avenger starts with 5/12 power due to existing facilities.
| 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 |