Jump to content

Facilities (Long War): Difference between revisions

From UFOpaedia
Thels (talk | contribs)
No edit summary
Thels (talk | contribs)
No edit summary
Line 1: Line 1:
=HQ facilities=
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base'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'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.
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.


Line 11: Line 7:


{| class="wikitable"
{| class="wikitable"
! colspan="3" | Static facilities (Long War)
! colspan="2" | Static facilities (Long War)
|-
|-
! Image !! Facility !! Description
! Facility !! Description
|-
|-
|-align=center
|-align=center
| [[File:Mission Control (EU2012).png|150px]] || [[Mission Control (Long War)|Mission Control]]
| [[File:Mission Control (EU2012).png|150px]]<br />[[Mission Control (Long War)|Mission Control]]
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a 'Hologlobe'.<br />In the Mission Control Room, players can "Scan for Activity", which advances the time and date, respond to available missions and watch aircraft on their way to a mission.
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a 'Hologlobe'.<br />In the Mission Control Room, players can "Scan for Activity", which advances the time and date, respond to available missions and watch aircraft on their way to a mission.
|-
|-
|-align=center
|-align=center
| [[File:Research (EU2012).png|150px]] || [[Research (Long War)|Research]]
| [[File:Research (EU2012).png|150px]]<br />[[Research (Long War)|Research]]
| The Research Lab houses the research team, headed by Dr. Vahlen.<br />In the Research Lab, players can choose the active research project and review completed research projects.<br />Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.
| The Research Lab houses the research team, headed by Dr. Vahlen.<br />In the Research Lab, players can choose the active research project and review completed research projects.<br />Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.
|-
|-
|-align=center
|-align=center
| [[File:Engineering (EU2012).png|150px]] || [[Engineering (Long War)|Engineering]]
| [[File:Engineering (EU2012).png|150px]]<br />[[Engineering (Long War)|Engineering]]
| The Engineering Bay houses the engineering team, headed by Dr. Shen.<br />In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.<br />Players can also access the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]] here, once they have been constructed.
| The Engineering Bay houses the engineering team, headed by Dr. Shen.<br />In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.<br />Players can also access the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]] here, once they have been constructed.
|-
|-
|-align=center
|-align=center
| [[File:Barracks (EU2012).png|150px]] || [[Barracks (Long War)|Barracks]]
| [[File:Barracks (EU2012).png|150px]]<br />[[Barracks (Long War)|Barracks]]
| The Barracks houses the soldiers that are available for missions.<br />In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.<br />Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.
| The Barracks houses the soldiers that are available for missions.<br />In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.<br />Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.
|-
|-
|-align=center
|-align=center
| [[File:Hangar (EU2012).png|150px]] || [[Hangar (Long War)|Hangar]]
| [[File:Hangar (EU2012).png|150px]]<br />[[Hangar (Long War)|Hangar]]
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's interceptors and firestorms.<br />In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.<br />Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's interceptors and firestorms.<br />In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.<br />Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.
|-
|-
|-align=center
|-align=center
| [[File:Situation Room (EU2012).png|150px]] || [[Situation Room (Long War)|Situation Room]]
| [[File:Situation Room (EU2012).png|150px]]<br />[[Situation Room (Long War)|Situation Room]]
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.<br/>In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.<br />Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.<br/>In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.<br />Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.
|}
|}
Line 54: Line 50:


{| class="wikitable"
{| class="wikitable"
! colspan="12" | Constructible facilities (Long War)
! colspan="11" | Constructible facilities (Long War)
|-
|-
! rowspan="2" | Image !! rowspan="2" | Facility !! rowspan="2" | Effect !! rowspan="2" | Adjacency type !! colspan="2" | Prerequisites !! colspan="4" | Cost !! colspan="2" | Maintenance
! rowspan="2" | Facility !! rowspan="2" | Effect !! rowspan="2" | Adjacency type !! colspan="2" | Prerequisites !! colspan="4" | Cost !! colspan="2" | Maintenance
|-align=center
|-align=center
| {{Research Icon}} || <b>Other</b> || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || <b>Power</b>
| {{Research Icon}} || <b>Other</b> || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || <b>Power</b>
|-
|-
|-align=center
|-align=center
| [[File:Access Lift (EU2012).png|150px]] || [[Access Lift (Long War)|Access Lift]]
| [[File:Access Lift (EU2012).png|150px]]<br />[[Access Lift (Long War)|Access Lift]]
| Must be built in the center column.<br />Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations<br />and other constructions may be performed at that base level.<br />Cannot be torn down once built.
| Must be built in the center column.<br />Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations<br />and other constructions may be performed at that base level.<br />Cannot be torn down once built.
| None || None || None
| None || None || None
Line 67: Line 63:
|-
|-
|-align=center
|-align=center
| [[File:Laboratory (EU2012).png|150px]] || [[Laboratory (Long War)|Laboratory]]
| [[File:Laboratory (EU2012).png|150px]]<br />[[Laboratory (Long War)|Laboratory]]
| Increases research speed by 20%.
| Increases research speed by 20%.
| Laboratory<br />(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]
| Laboratory<br />(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]
Line 73: Line 69:
|-
|-
|-align=center
|-align=center
| [[File:Genetics Lab (EU2012).png|150px]] || [[Genetics Lab (Long War)|Genetics Lab]]
| [[File:Genetics Lab (EU2012).png|150px]]<br />[[Genetics Lab (Long War)|Genetics Lab]]
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].
| Laboratory<br />(+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None
| Laboratory<br />(+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None
Line 79: Line 75:
|-
|-
|-align=center
|-align=center
| [[File:Psionic Lab (EU2012).png|150px]] || [[Psionic Labs (Long War)|Psionic Labs]]
| [[File:Psionic Lab (EU2012).png|150px]]<br />[[Psionic Labs (Long War)|Psionic Labs]]
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].
| Laboratory<br />(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None
| Laboratory<br />(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None
Line 85: Line 81:
|-
|-
|-align=center
|-align=center
| [[File:Workshop (EU2012).png|150px]] || [[Workshop (Long War)|Workshop]]
| [[File:Workshop (EU2012).png|150px]]<br />[[Workshop (Long War)|Workshop]]
| Reduces item cost by 10% and gives a 10% refund on materials.<br />Multiple [[Workshop (Long War)|Workshops]] have diminishing returns<br />and discounts and refunds cannot exceed 50%.
| Reduces item cost by 10% and gives a 10% refund on materials.<br />Multiple [[Workshop (Long War)|Workshops]] have diminishing returns<br />and discounts and refunds cannot exceed 50%.
| Workshop<br />(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]
| Workshop<br />(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]
Line 91: Line 87:
|-
|-
|-align=center
|-align=center
| [[File:Foundry (EU2012).png|150px]] || [[Foundry (Long War)|Foundry]]
| [[File:Foundry (EU2012).png|150px]]<br />[[Foundry (Long War)|Foundry]]
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].<br />Cannot be torn down once built.
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].<br />Cannot be torn down once built.
| Workshop<br />(+5% discount/refund) || None || None
| Workshop<br />(+5% discount/refund) || None || None
Line 97: Line 93:
|-
|-
|-align=center
|-align=center
| [[File:Cybernetics Lab (EU2012).png|150px]] || [[Cybernetics Lab (Long War)|Cybernetics Lab]]
| [[File:Cybernetics Lab (EU2012).png|150px]]<br />[[Cybernetics Lab (Long War)|Cybernetics Lab]]
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]],<br />and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them.
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]],<br />and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them.
| Workshop<br />(+5% discount/refund) || [[Research_(Long_War)|Alien Biocybernetics]] || None
| Workshop<br />(+5% discount/refund) || [[Research_(Long_War)|Alien Biocybernetics]] || None
Line 103: Line 99:
|-
|-
|-align=center
|-align=center
| [[File:Officer Training School (EU2012).png|150px]] || [[Officer Training School (Long War)|Officer Training School]]
| [[File:Officer Training School (EU2012).png|150px]]<br />[[Officer Training School (Long War)|Officer Training School]]
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].<br />Cannot be torn down once built.
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].<br />Cannot be torn down once built.
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank
| 200 || 0 || 0 || 7 || 10 || 1
| 200 || 0 || 0 || 7 || 10 || 1
|-
|-
! rowspan="2" | Image !! rowspan="2" | Facility !! rowspan="2" | Effect !! rowspan="2" | Adjacency type !! colspan="2" | Prerequisites !! colspan="4" | Cost !! colspan="2" | Maintenance
! rowspan="2" | Facility !! rowspan="2" | Effect !! rowspan="2" | Adjacency type !! colspan="2" | Prerequisites !! colspan="4" | Cost !! colspan="2" | Maintenance
|-align=center
|-align=center
| {{Research Icon}} || <b>Other</b> || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || <b>Power</b>
| {{Research Icon}} || <b>Other</b> || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || <b>Power</b>
|-
|-
|-align=center
|-align=center
| [[File:Power Generator (EU2012).png|150px]] || [[Fission Generator (Long War)|Fission Generator]]
| [[File:Power Generator (EU2012).png|150px]]<br />[[Fission Generator (Long War)|Fission Generator]]
| Supplies 8 power, which is required to construct additional facilities.
| Supplies 8 power, which is required to construct additional facilities.
| Power Generator<br />(+3 power) || None || None
| Power Generator<br />(+3 power) || None || None
Line 119: Line 115:
|-
|-
|-align=center
|-align=center
| [[File:Thermal Power Generator (EU2012).png|150px]] || [[Thermo Generator (Long War)|Thermo Generator]]
| [[File:Thermal Power Generator (EU2012).png|150px]]<br />[[Thermo Generator (Long War)|Thermo Generator]]
| Supplies 25 power, which is required to construct additional facilities.<br />Must be built over steam vents.
| Supplies 25 power, which is required to construct additional facilities.<br />Must be built over steam vents.
| Power Generator<br />(+3 power) || None || None
| Power Generator<br />(+3 power) || None || None
Line 125: Line 121:
|-
|-
|-align=center
|-align=center
| [[File:Elerium Generator (EU2012).png|150px]] || [[Elerium Generator (Long War)|Elerium Generator]]
| [[File:Elerium Generator (EU2012).png|150px]]<br />[[Elerium Generator (Long War)|Elerium Generator]]
| Supplies 35 power, which is required to construct additional facilities.
| Supplies 35 power, which is required to construct additional facilities.
| Power Generator<br />(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None
| Power Generator<br />(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None
Line 131: Line 127:
|-
|-
|-align=center
|-align=center
| [[File:Satellite Uplink (EU2012).png|150px]] || [[Satellite Uplink (Long War)|Satellite Uplink]]
| [[File:Satellite Uplink (EU2012).png|150px]]<br />[[Satellite Uplink (Long War)|Satellite Uplink]]
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite,<br />increasing the maximum amount of satellites in orbit by 1.
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite,<br />increasing the maximum amount of satellites in orbit by 1.
| Satellite Uplink<br />(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +<br />20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]
| Satellite Uplink<br />(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +<br />20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]
Line 137: Line 133:
|-
|-
|-align=center
|-align=center
| [[File:Satellite Nexus (EU2012).png|150px]] || [[Satellite Nexus (Long War)|Satellite Nexus]]
| [[File:Satellite Nexus (EU2012).png|150px]]<br />[[Satellite Nexus (Long War)|Satellite Nexus]]
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites,<br />increasing the maximum amount of satellites in orbit by 2.<br />Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites,<br />increasing the maximum amount of satellites in orbit by 2.<br />Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.
| Satellite Uplink<br />(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +<br />20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]
| Satellite Uplink<br />(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +<br />20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]
Line 143: Line 139:
|-
|-
|-align=center
|-align=center
| [[File:Alien Containment (EU2012).png|150px]] || [[Alien Containment (Long War)|Alien Containment]]
| [[File:Alien Containment (EU2012).png|150px]]<br />[[Alien Containment (Long War)|Alien Containment]]
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives,<br />allowing you to interrogate them in the Labs.<br />Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives,<br />allowing you to interrogate them in the Labs.<br />Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.
| None || [[Research_(Long_War)|Xenobiology]] || None
| None || [[Research_(Long_War)|Xenobiology]] || None
Line 149: Line 145:
|-
|-
|-align=center
|-align=center
| [[File:Hyperwave Relay (EU2012).png|150px]] || [[Hyperwave Relay (Long War)| Hyperwave Relay]]
| [[File:Hyperwave Relay (EU2012).png|150px]]<br />[[Hyperwave Relay (Long War)| Hyperwave Relay]]
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]],<br>and shows extended information about [[UFOs (Long War)|UFOs]] when they are detected.<br />Cannot be torn down once built.
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]],<br>and shows extended information about [[UFOs (Long War)|UFOs]] when they are detected.<br />Cannot be torn down once built.
| None || [[Research_(Long_War)|Alien Communications]] || None
| None || [[Research_(Long_War)|Alien Communications]] || None
Line 155: Line 151:
|-
|-
|-align=center
|-align=center
| [[File:Gollop Chamber (EU2012).png|150px]] || [[Gollop Chamber (Long War)| Gollop Chamber]]
| [[File:Gollop Chamber (EU2012).png|150px]]<br />[[Gollop Chamber (Long War)| Gollop Chamber]]
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]],<br />which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.<br />Cannot be torn down once built.
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]],<br />which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.<br />Cannot be torn down once built.
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]

Revision as of 08:14, 11 November 2014

The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.

The XCOM Headquarters, often referred to as the "Ant Farm", due to it's side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.

Static facilities

The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game.

Static facilities (Long War)
Facility Description

Mission Control
The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a 'Hologlobe'.
In the Mission Control Room, players can "Scan for Activity", which advances the time and date, respond to available missions and watch aircraft on their way to a mission.

Research
The Research Lab houses the research team, headed by Dr. Vahlen.
In the Research Lab, players can choose the active research project and review completed research projects.
Players can also access the Genetics Lab here, once it has been constructed.

Engineering
The Engineering Bay houses the engineering team, headed by Dr. Shen.
In the Engineering Bay, players can build Weapons, Armor, Equipment and Vehicles and expand the XCOM base by building new facilities.
Players can also access the Foundry and the Cybernetics Lab here, once they have been constructed.

Barracks
The Barracks houses the soldiers that are available for missions.
In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.
Players can also access the Officer Training School and the Psionic Labs here, once they have been constructed.

Hangar
The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base's interceptors and firestorms.
In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.
Note that while fatigued Soldiers remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.

Situation Room
The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.
In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.
Once EXALT has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.

Constructible facilities

The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.

Most sections need to be excavated before facilities can be constructed there. Players cannot access sections that do not have an Access Lift on the same level, or that are separated from the Access Lift by a section that still requires excavation.

Two sections contain steam vents. Thermo Generators can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the Access Lift.

Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.

Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.

When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 50% and adds 10 Meld to the cost, but halves the construction time.

Constructible facilities (Long War)
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research Other
Credits
Alien Alloys
Elerium
Days
Credits
Power

Access Lift
Must be built in the center column.
Each base level requires an Access Lift before excavations
and other constructions may be performed at that base level.
Cannot be torn down once built.
None None None 100 0 0 7 5 1

Laboratory
Increases research speed by 20%. Laboratory
(+10% research speed)
None 10 scientists per Laboratory 200 0 0 21 30 4

Genetics Lab
Allows Soldiers to be Genetically modified. Laboratory
(+10% research speed)
Xenogenetics None 200 0 0 18 30 4

Psionic Labs
Allows Soldiers to discover and develop latent Psionic abilities. Laboratory
(+10% research speed)
Xenopsionics None 250 0 10 18 25 6

Workshop
Reduces item cost by 10% and gives a 10% refund on materials.
Multiple Workshops have diminishing returns
and discounts and refunds cannot exceed 50%.
Workshop
(+5% discount/refund)
None 10 engineers per Workshop 200 0 0 21 30 4

Foundry
Unlocks development of new combat items and improvements to current items.
Cannot be torn down once built.
Workshop
(+5% discount/refund)
None None 200 0 0 18 25 6

Cybernetics Lab
Unlocks the production of Mechanized Exoskeletal Cybersuits,
and allows Soldiers to be augmented into MEC Troopers to wear them.
Workshop
(+5% discount/refund)
Alien Biocybernetics None 300 0 0 21 35 6

Officer Training School
Unlocks increases to squad size and Officer training programs.
Cannot be torn down once built.
None None 1 Soldier at Corporal rank 200 0 0 7 10 1
Facility Effect Adjacency type Prerequisites Cost Maintenance
Research Other
Credits
Alien Alloys
Elerium
Days
Credits
Power

Fission Generator
Supplies 8 power, which is required to construct additional facilities. Power Generator
(+3 power)
None None 120 0 0 10 20 0

Thermo Generator
Supplies 25 power, which is required to construct additional facilities.
Must be built over steam vents.
Power Generator
(+3 power)
None None 350 0 0 21 35 0

Elerium Generator
Supplies 35 power, which is required to construct additional facilities. Power Generator
(+3 power)
Alien Power Systems None 400 30 30 25 25 0

Satellite Uplink
Allows a team of engineers to monitor the transmissions from 1 XCOM satellite,
increasing the maximum amount of satellites in orbit by 1.
Satellite Uplink
(+1 maximum satellites)
None 10 engineers per Satellite Uplink +
20 engineers per Satellite Nexus
200 0 0 21 20 8

Satellite Nexus
Allows a team of engineers to monitor the transmissions from 2 XCOM satellites,
increasing the maximum amount of satellites in orbit by 2.
Costs an UFO Flight Computer in addition to the other costs.
Satellite Uplink
(+1 maximum satellites)
Alien Computers 10 engineers per Satellite Uplink +
20 engineers per Satellite Nexus
300 25 10 21 30 12

Alien Containment
Provides a secure environment to house the Alien captives,
allowing you to interrogate them in the Labs.
Without an Alien Containment, Aliens captured with an Arc Thrower will be killed.
None Xenobiology None 200 10 0 14 30 10

Hyperwave Relay
Allows the detection of Special UFOs,
and shows extended information about UFOs when they are detected.
Cannot be torn down once built.
None Alien Communications None 600 50 30 28 100 15

Gollop Chamber
Allows a Psionic Soldier to use the Ethereal Device,
which unlocks the Temple Ship Assault mission.
Cannot be torn down once built.
None Alien Command and Control Ethereal Device 1000 50 30 28 200 35