Difference between revisions of "Research"

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(→‎Research tips: section added)
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== Initial research projects ==
 
== Initial research projects ==
  
You are given [[Weapons#Laser_Technology|Laser Weapons]], [[Medi-Kit]]s, and [[Motion Scanner]]s as research topics at the beginning of the game. Every subsequent research topic becomes available by completing a previous research topic, or by capturing new technology found on the battlefield.  You cannot research any given alien item until you have a sample of it in your possession.
+
You are given [[Weapons#Laser_Technology|Laser Weapons]], [[Medi-Kit]]s, and [[Motion Scanner]]s as research topics at the beginning of the game. Every subsequent research topic becomes available by completing a previous research topic, or by capturing new technology found on the battlefield.  
  
 
Alien artifacts from the battlefield cannot be [[manufacture]]d or used (or even thrown!) by your soldiers until they have been fully researched.  In fact, you start the game unable to manufacture any items until you have completed your first research topics.
 
Alien artifacts from the battlefield cannot be [[manufacture]]d or used (or even thrown!) by your soldiers until they have been fully researched.  In fact, you start the game unable to manufacture any items until you have completed your first research topics.
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[[Motion Scanner]]s can help you pinpoint the location of your foes, and are the most profitable item that can be manufactured in the early game.  (See [[Manufacturing Profitability]].)
 
[[Motion Scanner]]s can help you pinpoint the location of your foes, and are the most profitable item that can be manufactured in the early game.  (See [[Manufacturing Profitability]].)
  
After your first [[UFO Ground Assault|combats]], advanced alien weapons become available for research.  [[Heavy Plasma]], [[Small Launcher]], and [[Blaster Launcher]] (if you can find one) are all popular early research choices.
+
After your first [[UFO Ground Assault|combats]], advanced alien weapons become available for research.  [[Heavy Plasma]], [[Small Launcher]], and [[Blaster Launcher]] are all popular early research choices.
  
 
Commanders who wish to supplement their incomes by manufacturing profitable items should research [[Laser Cannon]]s early on, as they are the most profitable production item in the entire game.
 
Commanders who wish to supplement their incomes by manufacturing profitable items should research [[Laser Cannon]]s early on, as they are the most profitable production item in the entire game.
  
Once you manage to capture an alien [[Navigator (Alien Rank)|Navigator]], you should research it as soon as possible, as the [[Hyper-Wave Decoder]] it unlocks is an invaluable technology.  Researching a psionically-enabled alien (a psionic [[Sectoid]], which means either a [[Leader (Alien Rank)|Leader]] or [[Commander (Alien Rank)|Commander]] or any [[Ethereal]]) should also be a top priority, as [[psionics]] becomes an enormous factor as the game progresses.
+
Once you manage to capture an alien Navigator, you should research it as soon as possible, as the [[Hyper-Wave Decoder]] it unlocks is an invaluable technology.  Researching a psionically-enabled alien (a Sectoid Leader/Commander or any Ethereal) should also be a top priority, as [[psionics]] becomes an enormous factor as the game progresses.
  
 
== The Minimum Three ==
 
== The Minimum Three ==
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== How to capture live aliens ==
 
== How to capture live aliens ==
  
Capturing the above three aliens, especially early on in the game, can be difficult.  However, [[Mind Probe]]s can make it much easier to single out specific aliens, and once you get [[Small Launcher]]s, things are pretty easy.
+
Capturing the above three aliens, especially early on in the game, can be difficult.  However, [[Mind Probe]]s can make it much easier to single out specific aliens, and once you get [[Small Launcher]]s, things are pretty easy.  Be sure to build an [[Alien Containment]] at the beginning of the game, and don't bother to capture any aliens alive until it's built.
 +
 
 +
Using [[Stun Rod]]s is tricky, except when you can sneak up on an alien from behind.  However, sending a swarm of rookies with Stun Rods into a UFO can be worth it in order to capture that first Navigator.  Don't attempt this if there are multiple aliens facing your soldiers -- you will get shot to pieces.
  
 
If you spot an alien with a Small Launcher, you can often get him to knock himself out by walking up to him point-blank and letting him shoot you next turn.
 
If you spot an alien with a Small Launcher, you can often get him to knock himself out by walking up to him point-blank and letting him shoot you next turn.
  
Using [[Stun Rod]]s is tricky, except when you can sneak up on an alien from behindHowever, sending a swarm of rookies with Stun Rods into a UFO can be worth it in order to capture that first NavigatorDon't attempt this if there are multiple aliens facing your soldiers -- you will get shot to pieces.
+
Occasionally you will simply get lucky -- conventional weapons can deal a small amount of stun along with a lot of conventional damage.  Aliens may also go [[unconscious]] due to smoke inhalation.
 +
 
 +
When an alien is unconscious, you can see what rank it is by standing over it and picking it up.  Bring the most desired aliens back to the transport and have a sentry with a Stun Rod watch over them in case they wake up again.  If your Containment is getting full, any undesired aliens can be killed while unconscious using any form of [[grenade]] or HE ammunition.
 +
 
 +
== Research tips ==
 +
 
 +
It is best to have your scientists all working on a single project at any given timeIf two projects take approximately four days each, the first project will complete after four days and the second after eight; if they are both studied at the same time, they will both be completed after eight days.
 +
 
 +
Scientists at different bases cannot pool their efforts: if you have two bases work on the same project, it will take as long to complete as if you had only base working on it.  If possible, you should build all your laboratories at a single base to allow all your scientists to focus on one project at a time.
  
Occasionally you will simply get lucky -- conventional weapons can deal a small amount of stun along with a lot of conventional damageAliens may also go [[unconscious]] due to smoke inhalation.
+
You cannot begin researching any alien technology unless you have a sample of it on base.  However, once you begin research, you do not need to keep the sample on hand.  If you begin every project as soon as it becomes available to you, you can sell off all alien items (including alien corpses) which you do not wish to keep around(You can also transfer aliens to another base's Containment unit after you have begun researching them.)  You do not need to assign any scientists to a project to begin it: only assign your scientists to whichever project you wish to complete next.
  
Be sure to build an [[Alien Containment]] at the beginning of the game, and don't bother to capture any aliens alive until it's built.
+
If you build two labs and hire 100 scientists as soon as you can afford it, you can research all the most desirable alien technologies within 7-8 months (by July or August).  With three labs and 150 scientists, you can research all the best stuff by June or so.  More scientists than this will not appreciably speed your progress.
  
 
== Popular research sequences ==
 
== Popular research sequences ==
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*Any Live Alien: [[Alien Research#Alien Origins|Alien Origins]] and information on its own species
 
*Any Live Alien: [[Alien Research#Alien Origins|Alien Origins]] and information on its own species
*Alien [[Soldier (Alien Rank)|Soldier]] or [[Terrorist (Alien Rank)|Terrorist]]: Nothing, beyond information on its own species
+
*Alien Soldier or Terrorist: Nothing, beyond information on its own species
*Alien [[Medic (Alien Rank)|Medic]]: information on other [[#Alien species|alien species]]
+
*Alien Medic: information on other [[#Alien species|alien species]]
*Alien [[Navigator (Alien Rank)|Navigator]]: [[#Alien missions|Alien missions]] and [[Hyper-Wave Decoder]]
+
*Alien Navigator: [[#Alien missions|Alien missions]] and [[Hyper-Wave Decoder]]
*Alien [[Engineer (Alien Rank)|Engineer]]: [[#Alien ships|Alien ships]]
+
*Alien Engineer: [[#Alien ships|Alien ships]]
*Alien [[Leader (Alien Rank)|Leader]] (or Commander): [[Alien Research#The Martian Solution|The Martian Solution]]
+
*Alien Leader (or Commander): [[Alien Research#The Martian Solution|The Martian Solution]]
*Alien [[Commander (Alien Rank)|Commander]]: [[Alien Research#Cydonia or Bust|Cydonia or Bust]]
+
*Alien Commander: [[Alien Research#Cydonia or Bust|Cydonia or Bust]]
 
*Sectoid Leader or Commander, or any Ethereal: [[Psionic Laboratory]]
 
*Sectoid Leader or Commander, or any Ethereal: [[Psionic Laboratory]]
  
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=== Sorted alphabetically ===
 
=== Sorted alphabetically ===
<center>
+
 
<table {{StdCenterTable}} width="70%">
+
  <u>Days</u>   <u>One Lab</u> <u>Research Project</u>
<tr {{StdDescTable_Heading}}><th>Man Days</th>
+
  400     8.0    Alien Alloys
<th>One Lab</th>
+
  180     3.6   Alien Corpses (each -- 11 different types)
<th>Research Project</th></tr>
+
  150     3.0    Alien Entertainment
      <tr><td>400</td><td>8</td><td align="left">Alien Alloys</td></tr>
+
  150     3.0    Alien Food
      <tr><td>180</td><td>3.6</td><td align="left">Alien Corpses (each -- 11 different types)</td></tr>
+
  200     4.0    Alien Grenade
      <tr><td>150</td><td>3</td><td align="left">Alien Entertainment</td></tr>
+
  300     6.0    Alien Origins
      <tr><td>150</td><td>3</td><td align="left">Alien Food</td></tr>
+
  150     3.0    Alien Reproduction*
      <tr><td>200</td><td>4</td><td align="left">Alien Grenade</td></tr>
+
  150     3.0    Alien Surgery
      <tr><td>300</td><td>6</td><td align="left">Alien Origins</td></tr>
+
  300     6.0    Blaster Bomb
      <tr><td>150</td><td>3</td><td align="left">Alien Reproduction*</td></tr>
+
  900   18.0    Blaster Launcher
      <tr><td>150</td><td>3</td><td align="left">Alien Surgery</td></tr>
+
  600   12.0    Cydonia or Bust
      <tr><td>300</td><td>6</td><td align="left">Blaster Bomb</td></tr>
+
  450     9.0    Elerium-115
      <tr><td>900</td><td>18</td><td align="left">Blaster Launcher</td></tr>
+
  150     3.0    Examination Room
      <tr><td>600</td><td>12</td><td align="left">Cydonia or Bust</td></tr>
+
  330     6.6   Flying Suit
      <tr><td>450</td><td>9</td><td align="left">Elerium-115</td></tr>
+
  800   16.0    Fusion Defenses
      <tr><td>150</td><td>3</td><td align="left">Examination Room</td></tr>
+
  880   17.6   Fusion Missile (Fusion Ball & Launcher)
      <tr><td>330</td><td>6.6</td><td align="left">Flying Suit</td></tr>
+
  930   18.6   Grav Shield
      <tr><td>800</td><td>16</td><td align="left">Fusion Defenses</td></tr>
+
  460     9.2   Heavy Laser
      <tr><td>880</td><td>17.6</td><td align="left">Fusion Missile (Fusion Ball & Launcher)</td></tr>
+
  800   16.0    Heavy Plasma
      <tr><td>930</td><td>18.6</td><td align="left">Grav Shield</td></tr>
+
  400     8.0    Heavy Plasma Clip
      <tr><td>460</td><td>9.2</td><td align="left">Heavy Laser</td></tr>
+
  670   13.4   Hyper-Wave Decoder
      <tr><td>800</td><td>16</td><td align="left">Heavy Plasma</td></tr>
+
  420     8.4   Laser Cannon
      <tr><td>400</td><td>8</td><td align="left">Heavy Plasma Clip</td></tr>
+
  510   10.2   Laser Defenses
      <tr><td>670</td><td>13.4</td><td align="left">Hyper-Wave Decoder</td></tr>
+
  100     2.0    Laser Pistol
      <tr><td>420</td><td>8.4</td><td align="left">Laser Cannon</td></tr>
+
  300     6.0    Laser Rifle
      <tr><td>510</td><td>10.2</td><td align="left">Laser Defenses</td></tr>
+
    50     1.0    Laser Weapons
      <tr><td>100</td><td>2</td><td align="left">Laser Pistol</td></tr>
+
  192     3.84   Live Aliens (except Terrorists and Sectoid Commander) (22 types)
      <tr><td>300</td><td>6</td><td align="left">Laser Rifle</td></tr>
+
  190     3.8   Live Sectoid Commander (go figure)
      <tr><td>50</td><td>1</td><td align="left">Laser Weapons</td></tr>
+
  170     3.4   Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)
      <tr><td>192</td><td>3.84</td><td align="left">Live Aliens (except Terrorists and Sectoid Commander) (22 types)</td></tr>
+
  210     4.2   Medi-Kit
      <tr><td>190</td><td>3.8</td><td align="left">Live Sectoid Commander (go figure)</td></tr>
+
  600   12.0    Mind Probe
      <tr><td>170</td><td>3.4</td><td align="left">Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)</td></tr>
+
  360     7.2   Mind Shield
      <tr><td>210</td><td>4.2</td><td align="left">Medi-Kit</td></tr>
+
  180     3.6   Motion Scanner
      <tr><td>600</td><td>12</td><td align="left">Mind Probe</td></tr>
+
  600   12.0    New Fighter Craft (Firestorm)
      <tr><td>360</td><td>7.2</td><td align="left">Mind Shield</td></tr>
+
  700   14.0    New Fighter-Transporter (Lightning)
      <tr><td>180</td><td>3.6</td><td align="left">Motion Scanner</td></tr>
+
  180     3.6   Personal Armor
      <tr><td>600</td><td>12</td><td align="left">New Fighter Craft (Firestorm)</td></tr>
+
  660   13.2   Plasma Beam
      <tr><td>700</td><td>14</td><td align="left">New Fighter-Transporter (Lightning)</td></tr>
+
  620   12.4   Plasma Defenses
      <tr><td>180</td><td>3.6</td><td align="left">Personal Armor</td></tr>
+
  600   12.0    Plasma Pistol
      <tr><td>660</td><td>13.2</td><td align="left">Plasma Beam</td></tr>
+
  400     8.0    Plasma Pistol Clip
      <tr><td>620</td><td>12.4</td><td align="left">Plasma Defenses</td></tr>
+
  700   14.0    Plasma Rifle
      <tr><td>600</td><td>12</td><td align="left">Plasma Pistol</td></tr>
+
  400     8.0    Plasma Rifle Clip
      <tr><td>400</td><td>8</td><td align="left">Plasma Pistol Clip</td></tr>
+
  205     4.1   Power Suit
      <tr><td>700</td><td>14</td><td align="left">Plasma Rifle</td></tr>
+
  500   10.0    Psi-Amp
      <tr><td>400</td><td>8</td><td align="left">Plasma Rifle Clip</td></tr>
+
  420     8.4   Psi-Lab
      <tr><td>205</td><td>4.1</td><td align="left">Power Suit</td></tr>
+
  550   11.0    Small Launcher
      <tr><td>500</td><td>10</td><td align="left">Psi-Amp</td></tr>
+
  180     3.6   Stun Bomb
      <tr><td>420</td><td>8.4</td><td align="left">Psi-Lab</td></tr>
+
  500   10.0    The Martian Solution
      <tr><td>550</td><td>11</td><td align="left">Small Launcher</td></tr>
+
  450     9.0    UFO Construction
      <tr><td>180</td><td>3.6</td><td align="left">Stun Bomb</td></tr>
+
  450     9.0    UFO Navigation
      <tr><td>500</td><td>10</td><td align="left">The Martian Solution</td></tr>
+
  450     9.0    UFO Power Source
      <tr><td>450</td><td>9</td><td align="left">UFO Construction</td></tr>
+
  900   18.0    Ultimate Craft (Avenger)
      <tr><td>450</td><td>9</td><td align="left">UFO Navigation</td></tr>
+
 
      <tr><td>450</td><td>9</td><td align="left">UFO Power Source</td></tr>
 
      <tr><td>900</td><td>18</td><td align="left">Ultimate Craft (Avenger)</td></tr>
 
</table>
 
</center>
 
 
<nowiki>*</nowiki> Alien Reproduction is not ordinarily researchable unless you use an editor to add one your General Stores.
 
<nowiki>*</nowiki> Alien Reproduction is not ordinarily researchable unless you use an editor to add one your General Stores.
  
 
=== Sorted by days needed ===
 
=== Sorted by days needed ===
<center>
+
 
<table {{StdCenterTable}} width="70%">
+
  <u>Days</u> <u>One Lab</u> <u>Research Project</u>
<tr {{StdDescTable_Heading}}><th>Man Days</th>
+
    50     1.0    Laser Weapons
<th>One Lab</th>
+
  100     2.0    Laser Pistol
<th>Research Project</th></tr>
+
  150     3.0    Alien Entertainment
      <tr><td>50</td><td>1</td><td align="left">Laser Weapons</td></tr>
+
  150     3.0    Alien Food
      <tr><td>100</td><td>2</td><td align="left">Laser Pistol</td></tr>
+
  150     3.0    Alien Reproduction
      <tr><td>150</td><td>3</td><td align="left">Alien Entertainment</td></tr>
+
  150     3.0    Alien Surgery
      <tr><td>150</td><td>3</td><td align="left">Alien Food</td></tr>
+
  150     3.0    Examination Room
      <tr><td>150</td><td>3</td><td align="left">Alien Reproduction</td></tr>
+
  170     3.4   Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)
      <tr><td>150</td><td>3</td><td align="left">Alien Surgery</td></tr>
+
  180     3.6   Alien Corpses (each -- 11 different types)
      <tr><td>150</td><td>3</td><td align="left">Examination Room</td></tr>
+
  180     3.6   Motion Scanner
      <tr><td>170</td><td>3.4</td><td align="left">Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)</td></tr>
+
  180     3.6   Personal Armor
      <tr><td>180</td><td>3.6</td><td align="left">Alien Corpses (each -- 11 different types)</td></tr>
+
  180     3.6   Stun Bomb
      <tr><td>180</td><td>3.6</td><td align="left">Motion Scanner</td></tr>
+
  190     3.8   Live Sectoid Commander (go figure)
      <tr><td>180</td><td>3.6</td><td align="left">Personal Armor</td></tr>
+
  192     3.84   Live Aliens (except Terrorists and Sectoid Commander) (22 types)
      <tr><td>180</td><td>3.6</td><td align="left">Stun Bomb</td></tr>
+
  200     4.0    Alien Grenade
      <tr><td>190</td><td>3.8</td><td align="left">Live Sectoid Commander (go figure)</td></tr>
+
  205     4.1   Power Suit
      <tr><td>192</td><td>3.84</td><td align="left">Live Aliens (except Terrorists and Sectoid Commander) (22 types)</td></tr>
+
  210     4.2   Medi-Kit
      <tr><td>200</td><td>4</td><td align="left">Alien Grenade</td></tr>
+
  300     6.0    Alien Origins
      <tr><td>205</td><td>4.1</td><td align="left">Power Suit</td></tr>
+
  300     6.0    Blaster Bomb
      <tr><td>210</td><td>4.2</td><td align="left">Medi-Kit</td></tr>
+
  300     6.0    Laser Rifle
      <tr><td>300</td><td>6</td><td align="left">Alien Origins</td></tr>
+
  330     6.6   Flying Suit
      <tr><td>300</td><td>6</td><td align="left">Blaster Bomb</td></tr>
+
  360     7.2   Mind Shield
      <tr><td>300</td><td>6</td><td align="left">Laser Rifle</td></tr>
+
  400     8.0    Alien Alloys
      <tr><td>330</td><td>6.6</td><td align="left">Flying Suit</td></tr>
+
  400     8.0    Heavy Plasma Clip
      <tr><td>360</td><td>7.2</td><td align="left">Mind Shield</td></tr>
+
  400     8.0    Plasma Pistol Clip
      <tr><td>400</td><td>8</td><td align="left">Alien Alloys</td></tr>
+
  400     8.0    Plasma Rifle Clip
      <tr><td>400</td><td>8</td><td align="left">Heavy Plasma Clip</td></tr>
+
  420     8.4   Laser Cannon
      <tr><td>400</td><td>8</td><td align="left">Plasma Pistol Clip</td></tr>
+
  420     8.4   Psi-Lab
      <tr><td>400</td><td>8</td><td align="left">Plasma Rifle Clip</td></tr>
+
  450     9.0    Elerium-115
      <tr><td>420</td><td>8.4</td><td align="left">Laser Cannon</td></tr>
+
  450     9.0    UFO Construction
      <tr><td>420</td><td>8.4</td><td align="left">Psi-Lab</td></tr>
+
  450     9.0    UFO Navigation
      <tr><td>450</td><td>9</td><td align="left">Elerium-115</td></tr>
+
  450     9.0    UFO Power Source
      <tr><td>450</td><td>9</td><td align="left">UFO Construction</td></tr>
+
  460     9.2   Heavy Laser
      <tr><td>450</td><td>9</td><td align="left">UFO Navigation</td></tr>
+
  500   10.0    Psi-Amp
      <tr><td>450</td><td>9</td><td align="left">UFO Power Source</td></tr>
+
  500   10.0    The Martian Solution
      <tr><td>460</td><td>9.2</td><td align="left">Heavy Laser</td></tr>
+
  510   10.2   Laser Defenses
      <tr><td>500</td><td>10</td><td align="left">Psi-Amp</td></tr>
+
  550   11.0    Small Launcher
      <tr><td>500</td><td>10</td><td align="left">The Martian Solution</td></tr>
+
  600   12.0    Cydonia or Bust
      <tr><td>510</td><td>10.2</td><td align="left">Laser Defenses</td></tr>
+
  600   12.0    Mind Probe
      <tr><td>550</td><td>11</td><td align="left">Small Launcher</td></tr>
+
  600   12.0    New Fighter Craft (Firestorm)
      <tr><td>600</td><td>12</td><td align="left">Cydonia or Bust</td></tr>
+
  600   12.0    Plasma Pistol
      <tr><td>600</td><td>12</td><td align="left">Mind Probe</td></tr>
+
  620   12.4   Plasma Defenses
      <tr><td>600</td><td>12</td><td align="left">New Fighter Craft (Firestorm)</td></tr>
+
  660   13.2   Craft Plasma Beam
      <tr><td>600</td><td>12</td><td align="left">Plasma Pistol</td></tr>
+
  670   13.4   Hyper-Wave Decoder
      <tr><td>620</td><td>12.4</td><td align="left">Plasma Defenses</td></tr>
+
  700   14.0    New Fighter-Transporter (Lightning)
      <tr><td>660</td><td>13.2</td><td align="left">Craft Plasma Beam</td></tr>
+
  700   14.0    Plasma Rifle
      <tr><td>670</td><td>13.4</td><td align="left">Hyper-Wave Decoder</td></tr>
+
  800   16.0    Fusion Defenses
      <tr><td>700</td><td>14</td><td align="left">New Fighter-Transporter (Lightning)</td></tr>
+
  800   16.0    Heavy Plasma
      <tr><td>700</td><td>14</td><td align="left">Plasma Rifle</td></tr>
+
  880   17.6   Fusion Missile (Fusion Ball & Launcher)
      <tr><td>800</td><td>16</td><td align="left">Fusion Defenses</td></tr>
+
  900   18.0    Blaster Launcher
      <tr><td>800</td><td>16</td><td align="left">Heavy Plasma</td></tr>
+
  900   18.0    Ultimate Craft (Avenger)
      <tr><td>880</td><td>17.6</td><td align="left">Fusion Missile (Fusion Ball & Launcher)</td></tr>
+
  930   18.6   Grav Shield
      <tr><td>900</td><td>18</td><td align="left">Blaster Launcher</td></tr>
 
      <tr><td>900</td><td>18</td><td align="left">Ultimate Craft (Avenger)</td></tr>
 
      <tr><td>930</td><td>18.6</td><td align="left">Grav Shield</td></tr>
 
</table>
 
</center>
 
  
 
=== Research time: notes ===
 
=== Research time: notes ===

Revision as of 07:56, 8 March 2007

Research is a decisive factor in the contest of Man versus Alien. X-COM forces start out badly outclassed by their alien foes, but as they master alien technology, the battle swings to the Humans' favor.

Through research, X-COM forces gain access to vastly improved weapons technology, armor, base facilities, interception and transport craft, and a variety of other useful technologies. Researching captive live aliens provides information about the aliens' methods and traits, and is ultimately the only path toward winning the game.

Research costs

You start the game with one Laboratory and 10 Scientists. You will want to add 40 additional Scientists when space and money permit, so as to unlock new technology as soon as possible. This is expensive: 40 Scientists have a hiring cost of $2.4 million (and a monthly salary of $1.2 million), and require the addition of a new Living Quarters, at a cost of $400,000.

An additional Laboratory, Living Quarters, and 50 Scientists (for a total of 100) is recommended when you can cobble together an additional $4.2 million, so as to unlock all useful alien technologies within the first few months of the game.

Many of the game's most important research topics require the capture of certain specific live aliens, so it is recommended you start building an Alien Containment at the very beginning of the game. As few as three aliens need to be captured and researched to ultimately unlock all the critical research topics which are dependent on alien captives. See The Minimum Three for more details.

Initial research projects

You are given Laser Weapons, Medi-Kits, and Motion Scanners as research topics at the beginning of the game. Every subsequent research topic becomes available by completing a previous research topic, or by capturing new technology found on the battlefield.

Alien artifacts from the battlefield cannot be manufactured or used (or even thrown!) by your soldiers until they have been fully researched. In fact, you start the game unable to manufacture any items until you have completed your first research topics.

Different X-COM commanders differ on which technologies are best researched first, although the initial three topics are all good choices. Laser Rifles are an enormous improvement over standard armaments, particularly against Cyberdiscs, the toughest early foe. Laser weapons are reasonably powerful and do not require ammunition, making them useful for the duration of the game.

Medi-Kits are rapidily researched and of great utility, especially once your soldiers are outfitted with armor. Armor technology is also a high priority, although it is relatively time-consuming to research and subsequently manufacture.

Motion Scanners can help you pinpoint the location of your foes, and are the most profitable item that can be manufactured in the early game. (See Manufacturing Profitability.)

After your first combats, advanced alien weapons become available for research. Heavy Plasma, Small Launcher, and Blaster Launcher are all popular early research choices.

Commanders who wish to supplement their incomes by manufacturing profitable items should research Laser Cannons early on, as they are the most profitable production item in the entire game.

Once you manage to capture an alien Navigator, you should research it as soon as possible, as the Hyper-Wave Decoder it unlocks is an invaluable technology. Researching a psionically-enabled alien (a Sectoid Leader/Commander or any Ethereal) should also be a top priority, as psionics becomes an enormous factor as the game progresses.

The Minimum Three

You only need to capture three live aliens to unlock the research topics that will allow you complete the game. These three aliens are, in the following order:

  • Any random alien, any Leader or Commander, and finally any Commander

By studying these three aliens, you can unlock the end-game mission Cydonia or Bust. These same three aliens can be used to unlock all additional technologies dependent on alien captives, by altering the list as follows:

For Hyper-Wave Decoder

substitute "any random alien" with "any Navigator"

For Psionic Laboratory

make sure your captured Leader or Commander is Sectoid or Ethereal

Thus, to unlock all technology that matters, you only need to research:

  • Any Navigator, any Sectoid or Ethereal, Leader or Commander, and finally any Commander

Studying any alien (including the above three) can also produce a variety of UFOpaedia entries, such as alien species information, UFO stats, and alien mission types, which also adds to your score. See Researching Aliens for more details.

How to capture live aliens

Capturing the above three aliens, especially early on in the game, can be difficult. However, Mind Probes can make it much easier to single out specific aliens, and once you get Small Launchers, things are pretty easy. Be sure to build an Alien Containment at the beginning of the game, and don't bother to capture any aliens alive until it's built.

Using Stun Rods is tricky, except when you can sneak up on an alien from behind. However, sending a swarm of rookies with Stun Rods into a UFO can be worth it in order to capture that first Navigator. Don't attempt this if there are multiple aliens facing your soldiers -- you will get shot to pieces.

If you spot an alien with a Small Launcher, you can often get him to knock himself out by walking up to him point-blank and letting him shoot you next turn.

Occasionally you will simply get lucky -- conventional weapons can deal a small amount of stun along with a lot of conventional damage. Aliens may also go unconscious due to smoke inhalation.

When an alien is unconscious, you can see what rank it is by standing over it and picking it up. Bring the most desired aliens back to the transport and have a sentry with a Stun Rod watch over them in case they wake up again. If your Containment is getting full, any undesired aliens can be killed while unconscious using any form of grenade or HE ammunition.

Research tips

It is best to have your scientists all working on a single project at any given time. If two projects take approximately four days each, the first project will complete after four days and the second after eight; if they are both studied at the same time, they will both be completed after eight days.

Scientists at different bases cannot pool their efforts: if you have two bases work on the same project, it will take as long to complete as if you had only base working on it. If possible, you should build all your laboratories at a single base to allow all your scientists to focus on one project at a time.

You cannot begin researching any alien technology unless you have a sample of it on base. However, once you begin research, you do not need to keep the sample on hand. If you begin every project as soon as it becomes available to you, you can sell off all alien items (including alien corpses) which you do not wish to keep around. (You can also transfer aliens to another base's Containment unit after you have begun researching them.) You do not need to assign any scientists to a project to begin it: only assign your scientists to whichever project you wish to complete next.

If you build two labs and hire 100 scientists as soon as you can afford it, you can research all the most desirable alien technologies within 7-8 months (by July or August). With three labs and 150 scientists, you can research all the best stuff by June or so. More scientists than this will not appreciably speed your progress.

Popular research sequences

Research time is given in total Scientist days and average days needed for one Laboratory (50 Scientists). Two Laboratories (100 Scientists) will take approximately half as long. The listed times are averages: actual research times will take between 0.5 and 1.5 times as long (see Research time: notes for more details).

A -> before an entry signifies the total time required to complete that project. For example, Laser Pistol requires Laser Weapons (50 hours) + Laser Pistol (100 hours); ->Laser Pistol is 150 hours.

Laser Pistol

An option which should not be overlooked. Researched extremely quickly, 53% more damaging than than a basic Rifle, one-handed, fastest rate of fire of any weapon (good for scouts), can be manufactured for profit. Good for covering the span before you get Laser Rifles or Plasma weapons.

Laser Weapons      50     1.0 day
Laser Pistol      100     2.0 days
Total:            150     3.0 days

Laser Rifle

Respectable damage, no ammo required. A good alternative to Heavy Plasma for some of your troops.

->Laser Pistol    150     3.0 days
Laser Rifle       300     6.0 days
Total:            450     9.0 days

or         Laser Pistol + 6.0 days

Laser Cannon

A poor Craft weapon, but the most profitable item in the game. Completing this research topic also permits you to build Tank/Laser Cannons, which have a much more powerful weapon than Cannon and Rocket tanks, and are effective against several dangerous units, particularly Sectopods.

->Laser Rifle     450     9.0 days
Heavy Laser       460     9.2 days
Laser Cannon      420     8.4 days
Total:           1330    26.6 days

or         Laser Rifle + 17.6 days

Small Launcher

Small Launchers make capturing aliens a snap, and have surprisingly broad tactical use. One stun bomb can knock out several weak aliens at once, and unlike explosives, they are safe to use in confined quarters. Furthermore, stun bombs do not damage equipment, making for potentially higher UFO Recovery Values. Stun bombs are also quite effective against 4-space terror units (Reapers, Cyberdiscs, and Sectopods) due to each square taking partial damage from the stun blast.

Small Launcher     550     11.0 days
Stun Bomb          180      3.6 days
Total:             730     14.6 days

Heavy Plasma

Just about the best weapon in the game. There's a reason why every alien eventually carries one of these.

Heavy Plasma          800     16.0 days
Heavy Plasma Clip     400      8.0 days
Total:               1200     24.0 days

Plasma Beam

The best Craft weapon, 100% effective against everything except Battleships.

->Heavy Plasma   1200     24.0 days
Plasma Beam       660     13.2 days
Total:           1860     37.2 days

or         Heavy Plasma + 13.2 days

Blaster Launcher

When you absolutely, positively, have to kill every alien in the room. Accept no substitute.

Blaster Launcher    900     18.0 days
Blaster Bomb        300      6.0 days
Total:             1200     24.0 days

Fusion Ball Launcher

Useful against Battleships when using multiple crafts; use Plasma Beam otherwise.

->Blaster Launcher      1200     24.0 days
Fusion Ball Launcher     880     17.6 days
Total:                  2080     41.6 days

or            Blaster Launcher + 17.6 days

Fusion Ball Defences

The best base defense besides the Mind Shield -- although a proper base layout strategy is probably better still.

->Fusion Ball Launcher     2080     41.6 days
Fusion Defence             800     16.0 days
Total:                     2880     57.6 days

or           Fusion Ball Launcher + 16.0 days

Personal Armor

Wearing this, you might actually survive a shot or two. But don't press your luck.

Alien Alloys       400     8.0 days
Personal Armor     180     3.6 days
Total:             580    11.6 days

Power Suit

You might survive a shot or three.

->Personal Armor     580     11.6 days
Elerium-115          450      9.0 days
UFO Power Source     450      9.0 days
Power Suit           205      4.1 days
Total:              1685     33.7 days

or          Personal Armor + 22.1 days

Flying Suit

A shot or three plus much greater visibility and mobility.

->Power Suit      1685     33.7 days
UFO Navigation     450      9.0 days
Flying Suit        330      6.6 days
Total:            2465     49.3 days

or            Power Suit + 15.6 days

Firestorm

Your first UFO. Unfortunately, a standard Interceptor armed with Plasma Beams can often do just as well. This technology may be most desirable as part of the path to unlock Hovertanks.

Alien Alloys          400     8.0 days
Elerium-115           450     9.0 days
UFO Power Source      450     9.0 days
UFO Navigation        450     9.0 days
UFO Construction      450     9.0 days
New Fighter Craft     600    12.0 days
Total:               2800    56.0 days

However, there is high overlap between UFO technology and armor technology. Commanders will almost always research Power Suits or Flying Suits before embarking on UFO construction:

->Flying Suit        2465    49.3 days
UFO Construction      450     9.0 days
New Fighter Craft     600    12.0 days
Total:               3515    70.3 days

or             Flying Suit + 21.0 days

Lightning

A craft with unique properties -- but your efforts are best focused on getting an Avenger.

->Firestorm (via Flying Suit)    3515     70.3 days
New Fighter-Transporter           700     14.0 days
Total:                           4215     84.3 days

or                            Firestorm + 14.0 days

Avenger

They don't call it the Ultimate Craft for nothing. Two or three Avengers plus a handful of Interceptors can give you complete air superiority over Terra. It also allows you to bring twice the manpower into battle than you could before. What's not to like?

->Lighting        4215      84.3 days
Ultimate Craft     900      18.0 days
Total:            5115     102.3 days

or              Lightning + 18.0 days
or            Flying Suit + 32.0 days

Grav Shield

Combined with several Fusion Ball Defences, a Grav Shield will make your base impervious to alien invasion. However, a Mind Shield plus a secure base layout is a quite viable alternative. Immediately shooting down scout UFOs on Alien Retaliation missions will also prevent most attacks.

->Lightning     4215      84.3 days
Grav Shield      930      18.6 days
Total:          5145     102.9 days

or            Lightning + 18.6 days

Hovertank/Plasma

A popular (and expendable) scout. Immune to Psi attacks, like all tanks. Produceable immediately after the completion of Firestorm and Plasma Beam research topics.

->Firestorm       3515     70.3 days
->Plasma Beam     1860     37.2 days
Total:            5375    107.5 days

Hovertank/Launcher

Less popular than the Plasma Hovertank due to the expense of its ammunition, which also does less damage than the man-portable Blaster Launcher. Produceable immediately after the completion of Firestorm and Fusion Ball Launcher research topics.

->Firestorm                3515     70.3 days
->Fusion Ball Launcher     2080     41.6 days
Total:                     5595    111.9 days

Psionic Laboratory

Once you get psionics, the aliens' days are numbered. It's tricky catching a Sectoid Leader or Ethereal, but the sooner you can, the better. With a psi lab you can separate the wheat from the chaff.

Any live psionic alien      192     3.84 days
Psionic Laboratory          420     8.4 days
Total:                      612    11.24 days

Psi-Amp

Barely useful when Psi Skill is low, but way too useful when it's high. A transport full of Psi soldiers is as scary to the aliens as the Ethereals were at first to you.

->Psionic Laboratory     420     11.24 days
Psi-Amp                  500     10.0 days
Total:                   920     21.24 days

or          Psionic Laboratory + 10.0 days

Mind Shield

With a single Mind Shield at each base, the aliens will keep attempting Alien Retaliation missions, but most of them time, they'll zig-zag around, unable to find your base. Shooting down any Retaliation scout you see in addition will ensure that they almost never mount an attack on your base.

->Psionic Laboratory     420     11.24 days
Mind Shield              360      7.2 days
Total:                   780     18.44 days

or           Psionic Laboratory + 7.2 days

Hyper-Wave Decoder

One of the most important technologies of the game. Build one at each base you own and you will be able to see just about every alien craft that enters the Earth's atmosphere. Every craft you intercept will please your funding nations, and can be worth millions in salvage value. A Hyper-Wave Decoder is your meal ticket: grab an alien Navigator the first chance you get.

Any live alien Navigator     192      3.86 days
Hyper-Wave Decoder           670     13.4 days
Total:                       862     17.26 days

Cydonia

Your final mission. Win it, and you are a savior; lose it, and humanity dies. You have to perform the research in this particular order, so don't forget to research The Martian Solution before you interrogate your first Commander, or else you'll have to capture another one. The same goes for your first Leader -- but if it's a Sectoid, research it immediately: the Psionic Laboratory is your absolute top priority. Once you get Psi soldiers, you can capture another Leader without much trouble at all.

In addition to completing these research topics, you must have an Avenger built before you can travel to Cydonia. The Avenger can be researched and built at any time, independent of the Cydonia-specific research topics. None of these topics are useful aside from unlocking Cydonia, so you can save most of it until you're ready to complete the game.

Any live alien            192       3.84 days
Alien Origins             300       6.0 days
Any live Leader           192       3.84 days
The Martian Solution      500      10.0 days
Any live Commander        192       3.84 days
Cydonia or Bust           600      12.0 days
Total:                   1976     39.52 days
plus
->Avenger                5115     102.3 days
Total:                   7091     141.82 days

Stand-alone technologies

In addition to the above research sequences, there are four useful technologies which have no research "dependencies" and can be studied directly. Medi-kits and Motion Scanners are two of the initially-available research topics (described above). Alien Grenades are a substantial improvement over the standard X-COM grenade, packing almost as much punch as a High Explosive, but far easier to carry and throw. Mind Probes can show alien rank and stats (useful for singling out Leaders and Commanders), although their usefulness is dwarfed by that of the Psi-Amp.

Medi-Kit           210      4.2 days
Motion Scanner     180      3.6 days 
Alien Grenade      200      4.0 days
Mind Probe         600     12.0 days

Technical details

Research trees

Here are sequences of research topics needed to unlock all the technologies in the game.

Laser Weapons

Laser Weapons  (tech breakthrough)
  |
Laser Pistol
  |
Laser Rifle
  |  
Heavy Laser       
  |  
Laser Cannon 
(Laser Tank)
  | 
Laser Defense

Plasma Weapons

    Heavy Plasma               Plasma Rifle 
         |    Heavy Plasma Clip   |  Plasma Rifle Clip  
         |___________|            |__________|
                 |                       |
                 |                       |
                 |__________OR___________|
                            |
                      Plasma Cannon
                   (Hovertank/Plasma)* 
                            |
                      Plasma Defense

* New Fighter Craft must also be researched before you can build hovertanks

Fusion Weapons

 Blaster Launcher    Blaster Bomb
             |___________|
                  |
               Fusion Ball
          (Hovertank/Launcher)*
                  |
          Fusion Ball Defense

* New Fighter Craft must also be researched before you can build hovertanks

Armor

      Alien Alloys
              |  
Elerium-115  Personal Armor  UFO Power Source      
|_____________|_________________| 
          | 
          |     
     Power Suit      UFO Navigation  
          |_________________|   
                   |
              Flying Suit 

Craft

Alien    Elerium        UFO            UFO
Alloys      115     Power Source   Navigation
|___________|___________|______________|
           |
   UFO Construction
           |
           |
   New Fighter Craft*
      (Firestorm)
           |
New Fighter-Transporter
      (Lightning)
 __________|____________
 |                      |
Grav Shield     Ultimate Craft (Avenger)

* New Fighter Craft must be researched before you can build hovertanks

Psionics

Any Live Psionic Alien
  |
Psi Lab
  |_______
  |       |
Psi-Amp Mind Shield

Hyper-Wave Decoder

Any Live Alien Navigator
  |
Hyper-Wave Decoder

Endgame

These research topics must be completed in order to travel to Cydonia and finish the game.

Any Live Alien
 |
Alien Origins
 |
 | Any Live Alien Leader
 | /
The Martian Solution 
 |
 | Any Live Alien Commander
 | /
Cydonia or Bust
 |
 | Avenger
 | /
Cydonia (mission)

Alien Commanders can be found on Battleships, or in alien bases. An alien Commander will also always accompany a base invasion force. The Unofficial Strategy Guide incorrectly states that only a Commander from an alien base can be used to give access to "Cydonia or Bust". In practice, any Commander will do -- so long as The Martian Solution has already been researched. Should you research a Commander prior to this, you'll have to capture another.

Individual topics

Researching these topics will not unlock any technologies beyond themselves.

There are also four UFO Components which can be researched but which have no practical value:

A fifth component, Alien Reproduction, cannot normally be found in the game, although it can be researched if you add it to your General Stores using a game editor.

Researching aliens

Researching live aliens will provide a variety of information. The type of information revealed is usually dependent on the alien's rank (or type).

Here is an overview of the research each alien type can produce:

Researching a live alien will produce a "live alien" entry and can sometimes produce other UFOpaedia entries or even unlock new research topics, as detailed above. The first live alien of any type you study will unlock the Alien Origins topic. Researching an alien will often produce no new UFOpaedia entries, if everything that could be learned from that alien type has already been discovered.

Most of the UFOpaedia entries generated by studying live aliens are of no intrisic value, although sometimes they will provide insight into in-game alien behavior or characteristics. Sometimes the information provided is misleading. If nothing else, though, they are fun to read.

Each alien species (including autopsies), alien mission, or alien ship entry added to the UFOpaedia will earn the player 50 points.

Alien types

There are 29 different alien race/rank combos in the game:

  • Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander
  • Snakeman Soldier, Navigator, Engineer, Leader, or Commander
  • Ethereal Soldier, Leader, or Commander
  • Muton Soldier, Navigator, or Engineer
  • Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander
  • Celatid Terrorist
  • Silacoid Terrorist
  • Chryssalid Terrorist
  • Reaper Terrorist
  • Sectopod Terrorist
  • Cyberdisc Terrorist

One does not need to capture all of the alien-rank combinations to produce every possible UFOpaedia entry in the game. Enough Medics, Navigators, and Engineers of any sort will eventually fill out your UFOpaedia completely (although you must study at least one Leader and Commander, as detailed above).

Alien missions

These UFOpaedia entries will be generated by researching alien Navigators. Captured Navigators may give information on mission types other than the type they were engaged in when captured.

Alien ships

These UFOpaedia entries will be generated by researching alien Engineers. They do not unlock any technologies, but they do give detailed information about the performance characteristics of each ship, which can help players tailor their interception strategies. Captured Engineers may give information on ship types other than the type they were found on.

Alien species

Studying any captive alien will produce a "live alien" UFOpaedia entry on that species, unless that entry already exists. Researching an alien corpse will produce an "Alien Autopsy" UFOpaedia entry on its species.

Researching alien Medics can produce "live alien" and Autopsy entries on species other than their own. (However, if the entry on live Ethereals is produced in this manner it will not unlock the Psionic Laboratory research topic -- you must still study a psionic alien directly.)

There are 11 different alien species in the game, and 11 different Live and Autopsy entries can be generated. (Zombies can be thought of as a 12th alien species, although neither a corpse nor live specimen can ever be collected, and a UFOpaedia entry can never be generated on them.)

The two robotic units (Sectopods and Cyberdiscs) cannot be captured alive or studied directly. To generate a live alien UFOpaedia entry on them, you must research alien Medics of any other species.

Research time

The following is a list of all research topics in the game.

Values taken from RESEARCH.DAT

Sorted alphabetically

 Days   One Lab  Research Project
  400     8.0    Alien Alloys
  180     3.6    Alien Corpses (each -- 11 different types)
  150     3.0    Alien Entertainment
  150     3.0    Alien Food
  200     4.0    Alien Grenade
  300     6.0    Alien Origins
  150     3.0    Alien Reproduction*
  150     3.0    Alien Surgery
  300     6.0    Blaster Bomb
  900    18.0    Blaster Launcher
  600    12.0    Cydonia or Bust
  450     9.0    Elerium-115
  150     3.0    Examination Room
  330     6.6    Flying Suit
  800    16.0    Fusion Defenses
  880    17.6    Fusion Missile (Fusion Ball & Launcher)
  930    18.6    Grav Shield
  460     9.2    Heavy Laser
  800    16.0    Heavy Plasma
  400     8.0    Heavy Plasma Clip
  670    13.4    Hyper-Wave Decoder
  420     8.4    Laser Cannon
  510    10.2    Laser Defenses
  100     2.0    Laser Pistol
  300     6.0    Laser Rifle
   50     1.0    Laser Weapons
  192     3.84   Live Aliens (except Terrorists and Sectoid Commander) (22 types)
  190     3.8    Live Sectoid Commander (go figure)
  170     3.4    Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)
  210     4.2    Medi-Kit
  600    12.0    Mind Probe
  360     7.2    Mind Shield
  180     3.6    Motion Scanner
  600    12.0    New Fighter Craft (Firestorm)
  700    14.0    New Fighter-Transporter (Lightning)
  180     3.6    Personal Armor
  660    13.2    Plasma Beam
  620    12.4    Plasma Defenses
  600    12.0    Plasma Pistol
  400     8.0    Plasma Pistol Clip
  700    14.0    Plasma Rifle
  400     8.0    Plasma Rifle Clip
  205     4.1    Power Suit
  500    10.0    Psi-Amp
  420     8.4    Psi-Lab
  550    11.0    Small Launcher
  180     3.6    Stun Bomb
  500    10.0    The Martian Solution
  450     9.0    UFO Construction
  450     9.0    UFO Navigation
  450     9.0    UFO Power Source
  900    18.0    Ultimate Craft (Avenger)

* Alien Reproduction is not ordinarily researchable unless you use an editor to add one your General Stores.

Sorted by days needed

  Days  One Lab  Research Project
   50     1.0    Laser Weapons
  100     2.0    Laser Pistol
  150     3.0    Alien Entertainment
  150     3.0    Alien Food
  150     3.0    Alien Reproduction
  150     3.0    Alien Surgery
  150     3.0    Examination Room
  170     3.4    Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)
  180     3.6    Alien Corpses (each -- 11 different types)
  180     3.6    Motion Scanner
  180     3.6    Personal Armor
  180     3.6    Stun Bomb
  190     3.8    Live Sectoid Commander (go figure)
  192     3.84   Live Aliens (except Terrorists and Sectoid Commander) (22 types)
  200     4.0    Alien Grenade
  205     4.1    Power Suit
  210     4.2    Medi-Kit
  300     6.0    Alien Origins
  300     6.0    Blaster Bomb
  300     6.0    Laser Rifle
  330     6.6    Flying Suit
  360     7.2    Mind Shield
  400     8.0    Alien Alloys
  400     8.0    Heavy Plasma Clip
  400     8.0    Plasma Pistol Clip
  400     8.0    Plasma Rifle Clip
  420     8.4    Laser Cannon
  420     8.4    Psi-Lab
  450     9.0    Elerium-115
  450     9.0    UFO Construction
  450     9.0    UFO Navigation
  450     9.0    UFO Power Source
  460     9.2    Heavy Laser
  500    10.0    Psi-Amp
  500    10.0    The Martian Solution
  510    10.2    Laser Defenses
  550    11.0    Small Launcher
  600    12.0    Cydonia or Bust
  600    12.0    Mind Probe
  600    12.0    New Fighter Craft (Firestorm)
  600    12.0    Plasma Pistol
  620    12.4    Plasma Defenses
  660    13.2    Craft Plasma Beam
  670    13.4    Hyper-Wave Decoder
  700    14.0    New Fighter-Transporter (Lightning)
  700    14.0    Plasma Rifle
  800    16.0    Fusion Defenses
  800    16.0    Heavy Plasma
  880    17.6    Fusion Missile (Fusion Ball & Launcher)
  900    18.0    Blaster Launcher
  900    18.0    Ultimate Craft (Avenger)
  930    18.6    Grav Shield

Research time: notes

  • One Lab is the number of Days divided by 50. This shows how quickly one lab full of 50 scientists needs to complete the Project, on average. Two labs full of scientists would need half this time on average, etc.
  • Projects only progress and check completion at midnight, so what scientists are doing - whether travelling between bases, on different projects or sitting in the coffee room unassigned - during the entire rest of the day is irrelevant.
  • This single check per day also means they will take a minimum of one day, except in special circumstances. Decimals are still shown for the One Lab column, however, so you can project to multiple labs and/or see where time is lost or gained by truncation (read on).
  • The numbers shown in the tables are averages. In actuality, projects with an initial status of "Unknown" will take from INT(Average/2) to INT(Average*3/2) days. Example:
 The "Laser Weapons" project requires an average of 50 scientist days.
 If 10 scientists are assigned,
 50/10 = an expected average of 5 days.
 INT(5/2) = a minimum of 2 days, and
 INT(5*3/2) = a maximum of 7 days.
 Actual range seen for completion of Laser Weapons: 2 to 7 days.
  • Note that integer truncation works in favor of the player. Without integer rounding, the above numbers would've been 2.5 to 7.5 days which, if you had to wait for the next midnight, would've meant 3 to 8 days.
  • Integer truncation also works in favor of having more labs - to a point:
    • Example: Several projects require 150 research days, which takes 3 days on average with one lab (INT(150/50)). But with two labs, these would only take 1 day on average (INT(150/100)).
    • Overall, projects might be completed up to 8% faster, with 1 to 5 labs (see Total Research Time, next section).
    • However, as the number of labs grows high, increasingly more projects would have finished in less than one day (scientists are standing around doing nothing). By the time one reaches 6 labs, the integer-truncation effect is counterbalanced (little or no speed gain) by these "wasted" scientists.
    • At 8 labs, productivity sinks to 90%. At this point, 32 out of the 46 projects are finished in one day. Productivity falls more and more, with 9+ labs.
  • Despite this "much discussion", remember that the actual time is a random roll between the min and max. That is, there won't always be neat, magical breakpoints versus the number of labs in a real game. Still, integer truncation will be working in your favor.
  • Testing on the random-roll functionality has only been done on projects with an initial status of "Unknown". Better ratings (Poor to Excellent) cause the project to complete more quickly - possibly very quickly, at the highest ratings, including instant result in the extreme case.
  • Also keep in mind that you can assign more than one project at a time. You could attempt to pinpoint breakpoints, if you wanted (although it would be haphazard). You could also assign short projects to a fraction of your science crew, if you have a big operation. Use 1.5 times the average time as an important cut-off if you're doing this - no project will last longer than this. But keep truncation in mind, too, and use it in your favor.

Research Progress

The Progress part of the current Research screen will give you an idea of how things are going, but you will have to know how to read the information it is giving you.

Unknown Progress

The first part of understanding the progress report is knowing why a project has an Unknown progress. This happens whenever a project has more than 2/3rds of its average research time left. Examples:

  • Laser Weapons average 50 Man Days (MDs), so if you have 34 or more MDs left then it will be listed as Unknown
  • Psi Amps average 500 MDs, so if you have 334 or more MDs left then it will be listed as Unknown

Clearly this indicates an immediate fact that can be helpful (especially if you want to do some cheating), that if you create a project and assign even just one scientist to it and don't get Unknown, then you just got a good roll for the time required (more accurately, in the top 16.7% of possible results, or 1 in 6 projects). Let's walk through an example:

  • Say a project has an average time of 120 MDs. Thus, it's roll can actually be 60 to 180 MDs.
  • If you get the best possible roll - 60 MDs - the project is at 50% relative to the average time of 120 MDs. 50% is greater than a third, so it will not be at Unknown.
  • The break-even point for a 120-average-MDs project would be a roll of 80 MDs. At 80, the algorithm thinks, "ok, 80 more MDs are needed; 120-80=40 MDs are gone, which is one third of 120 MDs. So it's not Unknown status any more."
  • This range of 60 to 80 MDs is only one-sixth of the possible rolls for a 120 day project (60 to 180 MDs). Thus, you have to get in the top sixth of rolls to not see Unknown.


Known Progress

Okay, so eventually your project gets out of Unknown status due to the industrious sweat of your scientists and the progress of time (or alternately a bit of reloading of saves). Now we get back an actual progress rating of Poor, Average, Good or Excellent, and we need to understand what they mean.

Actual Progress ratings are related again to the average project durations for the item being researched, but this time as we know it is related to the number of scientists on the project. So simply divide the average project research time by the number of scientists and convert to a percentage:

Average ManDays required / Scientists assigned * 100 = Progress Rating

Named Rating Progress Rating
Excellent 26+
Good 14 to <26
Average 8 to <14
Poor >0 to <8
None 0

Note the progress rating is equivalent to the percentage progress you would make if you happen to roll exactly average when starting a project, so an average Excellent project will be at most 4 days to complete (26%*4), but you have to factor in the random element - i.e., that you actually have a target of somewhere between 50% and 150%, so the range if you are just inside Excellent is 2-6 days, for example.

So to show against our previous examples, once they are not unknown:

  • Laser Weapons have an average project time of 50, so 0 gives None, 1 to 3 gives Poor, 4 to 6 gives Average, 7 to 12 gives Good, and 13 or more gives Excellent
  • Psi Amps have an average project time of 500, so 0 gives None, 1 to 39 gives Poor, 40 to 69 gives Average, 70 to 129 gives Good, and 130 or more gives Excellent

Note that the actual time left is not included in this calculation, so once it is out of unknown the progress seen on screen will only change if you change the number of scientists assigned.

We can also deduce the range of maximum times left from the ratings as well, although unknown and poor have too high a range to be meaningful really (although you can divide the values shown by the number of scientists you have assigned, and reduce it proportionality if you have a project shorter than Grav Shield).

Named Rating Days Left
Excellent 1 to 3
Good 1 to 5
Average 1 to 9
Poor 1 to 620
Unknown 1 to 1395
None Infinite

Notes: For Unknown 1395 is the worst roll on Grav Shield, and you might only have 1 man doing it, but on the other end for Laser Weapons you could have 34 Man Days left, but easily have that many scientists on it to complete it next midnight. For Poor it covers from a large range like Unknown, but you must have completed 2/3rds of it, so again for the highest average project time Grav Shield we get 930*(2/3), or 620. For long projects like Grav Shield you can be rated poor while having up to 74 scientists assigned due to their average time to complete being so high.

Of course really the only important thing here is that we are not seeing Unknown, at that point you know that you only have 2/3rds or less left, so at that point you can work it out more accurately just by: 66.7%/Progress Rating = Max Days left (round all fractions up). If you just started the project (or have never assigned anyone to it) you also know it is at least 50%, so 50%/Progress Rating = Min Days left at that point.

Total research time

The total time needed to research all technologies is 21,215 days, plus another 576 to research The Minimum Three, plus another 6,500 or so to add every alien species, ship type, and mission type entry to the UFOpaedia (about 28,300 hours total).

This can be compared against the total time needed for 1 Scientist, 50 Scientists (1 lab), 100 (2 labs), and so on. Numbers were composed by taking the average of the integer-truncated min and max for each project, then summing these together for all projects:

Note: the following figures are based on an earlier (incomplete) list of research topics. The specific numbers are no longer correct, although the "efficiency" figures are likely to be similar.

          Scientists
              1      50    100    150    200    250    300    350    400    450    500
Days        20215   391    190    125     94     75     67     58     56     52     49
Months       663  12.82   6.23   4.10   3.08   2.46   2.20   1.89   1.84   1.69   1.61
Efficiency    --    +3%    +6%    +8%    +8%    +8%    +1%    +0%   -10%   -13%   -17%

"Months" are considered to be 30.5 days long.

Efficiency shows how much time is gained or lost versus a pure case with absolutely no integer truncation or 1-day minima (see Notes). As can be seen, it is maximal around 3-5 labs, then starts dropping and keeps dropping.

Note that going from 3 labs to 4 only saves you about a month -- which is about how long it takes to set up the lab! In practice, 2-3 labs are quite sufficient to acquire all alien technologies in a reasonable timeframe.

See also