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Facilities (LW2): Difference between revisions

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Updated information to version 1.5
Clarify AWC and Psi Lab scientist bonuses
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|GTS              ||$150/35/35      ||14d    ||-2/3/4    || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations
|GTS              ||$150/35/35      ||14d    ||-2/3/4    || -        ||$0 ||2 Rookie Training Stations; upgrades are Officer Training Stations
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|-
|AWC              ||$150/120        ||14d    ||-3/6    ||S 1      ||$0 || Scientist reduces wound times by 50%
|AWC              ||$150/120        ||14d    ||-3/6    ||S 1      ||$0 || Scientist increases wound recovery speed by 50% (100% on Rookie difficulty)
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|Laboratory      ||$150/60/60/60  ||14d    ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output
|Laboratory      ||$150/60/60/60  ||14d    ||-3/5/7/9 ||S 1/2/3/4 ||$0 ||Each staffed scientist doubles their output
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|Proving Ground  ||$50            ||14d    ||-2      ||E 2      ||$0 || Each engineer reduces project time by 50%
|Proving Ground  ||$50            ||14d    ||-2      ||E 2      ||$0 || Each engineer reduces project time by 50%
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|Defense Matrix  ||$50/35          ||14d    ||-1/2    ||E 1      ||$0 ||2/4 Turrets; engineer improves turret stats
|Defense Matrix  ||$50/35          ||14d    ||-1/2    ||E 1      ||$0 ||2/4 Turrets; engineer improves Turret stats
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|Psi Lab          ||$150/100        ||14d    ||-3/5    ||S 1      ||$0 ||Build also costs 1xECore; 2nd upgrade also costs 1xECore
|Psi Lab          ||$150/100        ||14d    ||-3/5    ||S 1      ||$0 ||Build and upgrade also cost 1xECore; scientist reduces psi training time
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|Shadow Chamber  ||$250/250        ||45d    ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore
|Shadow Chamber  ||$250/250        ||45d    ||-8/14    ||-        ||$0 ||Build also costs 10xAA 20xEC 3xECore

Revision as of 18:51, 9 April 2019


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 1 $0 Build and upgrade also cost 1xECore; scientist reduces psi training time
Shadow Chamber $250/250 45d -8/14 - $0 Build also costs 10xAA 20xEC 3xECore