Difference between revisions of "Alien Research (Long War)"
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==Bonus Research== | ==Bonus Research== | ||
− | Bonus Research starts at -90, and while it remains negative it has no effect - alien development will progress as normal. It can be | + | Bonus Research starts at -90, and while it remains negative it has no effect - alien development will progress as normal. It can be modified by the following events: |
− | + | :+2 per active [[Alien_Deployment_(Long_War)#Alien_Bases|Alien Base]] per month | |
− | + | :+20 for each successful raid on [[Missions_(Long_War)#XCOM_Base_Defence|XCOM HQ]] | |
− | + | :+1 for a UFO that takes no damage on a mission (excluding [[Alien Missions (Long War)#Bomb|Bombing]] missions) | |
− | + | :+1 (50% chance) for a UFO that takes less than 50% damage on a mission (excluding [[Alien Missions (Long War)#Bomb|Bombing]] missions) | |
− | + | :+3 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Scout|Scout]] | |
− | + | :+5 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Raider|Raider]] | |
− | + | :+8 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Abductor|Abductor]] | |
− | + | :+10 for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] | |
− | + | :+?? for a successful [[Alien_Missions_(Long_War)#Research|research mission]] by a landed [[UFOs_(Long_War)#Assault Carrier|Assault Carrier]] | |
− | + | :+1 for each lost XCOM soldier on a failed mission (killed or left behind) | |
− | + | :-15 for each successful assault on an [[Missions_(Long_War)#Alien_Base_Assault|Alien Base]] | |
+ | :+50 each time a country is incorrectly accused of harboring the EXALT base | ||
==Pod Size== | ==Pod Size== |
Revision as of 00:47, 16 November 2021
Alien Research increases the power of the alien air and ground forces in a variety of ways. Specifically:
- Make UFOs stronger
- Allow stronger UFO types to be fielded at lower Alien Resource levels
- Allows aliens to field stronger alien types
- Grants alien ground forces increased stats and bonus perks
- Increases the size of pods
The aliens gain one point of research every day; this ensures a baseline progression for the aliens that can't be halted or stopped short of ending the campaign. That said, aliens can also gain Bonus Research via a variety of other methods, so under-performing at the strategic or tactical level can accelerate their progression.
The formula for research points is: Alien Research = Bonus Research (if greater than 0) + Days Passed
iMonth
Alien Research directly correlates to an internal variable called iMonth. Each 28 points of Alien Research (Base + Bonus) increases the iMonth counter by 1.
- iMonth = Alien Research / 28, rounded down.
iMonth is directly used to calculate the aliens that can appear in missions.
Bonus Research
Bonus Research starts at -90, and while it remains negative it has no effect - alien development will progress as normal. It can be modified by the following events:
- +2 per active Alien Base per month
- +20 for each successful raid on XCOM HQ
- +1 for a UFO that takes no damage on a mission (excluding Bombing missions)
- +1 (50% chance) for a UFO that takes less than 50% damage on a mission (excluding Bombing missions)
- +3 for a successful research mission by a landed Scout
- +5 for a successful research mission by a landed Raider
- +8 for a successful research mission by a landed Abductor
- +10 for a successful research mission by a landed Terror Ship
- +?? for a successful research mission by a landed Assault Carrier
- +1 for each lost XCOM soldier on a failed mission (killed or left behind)
- -15 for each successful assault on an Alien Base
- +50 each time a country is incorrectly accused of harboring the EXALT base
Pod Size
The number of aliens allowed in each pod is directly dependent upon current Alien Research:
- Research > 0: Small pods (2-4 aliens)
- Research > 120: Medium pods (3-6 aliens)
- Research > 240: Large pods (4-8 aliens
Alien Progression
Air Forces
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research, to a maximum of 960 points. Some UFOs will also gain upgraded weapons over time:
UFO | Initial Weapon | Upgraded Weapon | Alien Research |
---|---|---|---|
Fighter | 1x Single Plasma | 2x Single Plasma | 330 |
Raider | 1x Single Plasma | 2x Single Plasma | 570 |
Destroyer | 1x Single Plasma | 1x Double Plasma | 270 |
Abductor | 1x Double Plasma | 1x Double Plasma 1x Single Plasma |
390 |
Terror Ship | 1x Double Plasma | 1x Double Plasma 1x Single Plasma |
390 |
Assault Carrier | 1x Double Plasma 1x Single Plasma |
2x Double Plasma | ??? |
Ground Forces
Alien ground forces get gradually better, starting as soon as 15 research. For details, see the Research Progression tables for every species in Alien Life Forms (Long War). The following table offers easy comparison of alien species, as well as their "rough" stats progression alongside Alien Research. It covers regular and "Variant" aliens, but not Leaders. In the table:
- 1 refers to base stats, with which regular (non-leader) aliens first appear, listed with difficulty if applicable (Normal/Classic/Brutal/Impossible); (+x) might refer to "Variant" aliens, who often have better stats, or it might be Muton's/Sectopod's varying weapons, or Mechtoid's Shield HP
- 2 refers to upgrades which aliens gradually get during the time from their first appearance up to 900 Alien Research; ranges are due to Variant aliens
- 3 refers to the two final late game upgrades, which aliens get at 900 AND 1200 Alien Research
See also
Long War: Aliens | |
---|---|
Alien Life Forms • Alien Missions • Alien Deployment • Alien Artifacts • Alien Research • Alien Resources • UFOs • XCOM Threat |