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== Research Tree ==
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'''In other languages: [[연구|한국어]].'''
You are given [[Weapons_(UFO_Defense)#Laser_Technology|Laser weapons]], [[Medi-Kit]]s, and [[Motion Scanner]]s as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores. You need scientists and laboratories to do research, 100 scientists and 2 laboratories are recommended if you can afford it. Don't forget to build the Alien Containment area!
 
  
Alien artifacts from the battlefield cannot be manufactured or used by your soldiers until research has completed.
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The war between Man and Alien is not fought waged purely on the field of combat. It is also fought with science.  
  
Tip: You can sell off the item from your stores once research has started, if you need the space. The research will continue (unless you cancel the project!). Also, you get the same amount of cash, whether you've researched it or not.
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'''Research''' is a decisive factor in winning the game. X-COM forces start the war outclassed by their alien foes and their more powerful technologies. By capturing alien artefacts and researching them, X-COM forces gain access to vastly improved [[weapons]], [[armour]], [[Base Facilities|base facilities]], new [[craft|aircraft]], and other useful technologies.  Researching captive live aliens provides information about the aliens' methods and traits, and ultimately [[Alien Research#Cydonia or Bust|how to beat them]].
  
=== Laser Weapons ===
+
== Research Basics ==
Laser Weapons  (tech breakthrough)
 
  |
 
[[Laser Pistol]]
 
  |
 
[[Laser Rifle]]
 
  | 
 
[[Heavy Laser]]     
 
  | 
 
[[Laser Cannon]]
 
([[Heavy Weapons Platforms (UFO Defense)|Laser Tank]])
 
  |
 
[[Laser Defences|Laser Defense]]
 
  
=== Plasma Weapons ===
+
Researching a topic is simple. As the Commander of X-COM all you need to do is to pick a research topic and assign a number of scientists to work on it. Then sit back and wait until they are done.
    [[Heavy Plasma]]              [[Plasma Rifle]]
 
          |    Heavy Plasma Clip  |  Plasma Rifle Clip 
 
          |___________|            |__________|
 
                  |                      |
 
                  |                      |
 
                  |__________OR___________|
 
                            |
 
                      [[Plasma Beam|Plasma Cannon]]
 
                    ([[Heavy Weapons Platforms (UFO Defense)|Hovertank/Plasma]]) *See Note 1
 
                            |
 
                      [[Plasma Defences|Plasma Defense]]
 
  
=== Fusion Weapons ===
+
In order to research , you will need to have the following:
  [[Blaster Launcher]]    [[Blaster Bomb]]
 
              |___________|
 
                  |
 
                [[Fusion Ball Launcher|Fusion Ball]]
 
          ([[Heavy Weapons Platforms (UFO Defense)|Hovertank/Launcher]])  *See Note 2
 
                  |
 
          [[Fusion Ball Defences|Fusion Ball Defense]]
 
  
=== Armor ===
+
----
      [[Alien Alloys]]
+
# A research topic
              | 
+
# [[Laboratory]]
[[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]    
+
# [[Living Quarters]]  
|_____________|_________________|
+
# Scientists
          |
+
----
          |   
 
      [[Power Suit]]     [[UFO Navigation]] 
 
          |_________________| 
 
                    |
 
              [[Flying Suit]]
 
  
=== Craft ===
+
'''Research topics''' are made available several ways. They are provided at the start, obtained by capturing alien artefacts, or deriving them from previous research topics/interrogations. Each research topic require a certain amount of research hours to complete. This value is hidden to the player but you are given a general indication of the progress. This value is randomly adjusted ±50% at the time the topic is started, so some projects may finish sooner or much later than expected. After a research topic is complete, you will be able to build and use the technology and sometimes gain access to new topics to research.
Alien    Elerium        UFO            UFO
 
Alloys      115    Power Source  Navigation
 
|___________|___________|______________|
 
            |
 
    UFO Construction
 
            |
 
            |
 
    New Fighter Craft
 
      ([[Firestorm]])  *See Note 1 ''(Required for [[Heavy Weapons Platforms (UFO Defense)|Hovertank/Plasma]])
 
            |
 
New Fighter-Transporter
 
      ([[Lightning]])
 
  __________|____________
 
  |                      |
 
[[Grav Shield]]    Ultimate Craft ([[Avenger]])
 
  
'''Notes
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The '''laboratory''' is where your scientists get to do their work. Each lab has space for 50 scientists. You can have a maximum of 255 scientists working on a project at a time, though it is recommended to work within multiples of 50.
#"New Fighter Craft" required before you can build the Plasma Hovertank.
 
#Fusion Ball Launcher required before you can build the Launcher Hovertank.
 
  
''-- from Kasey Chang's USG
+
'''Living quarters''' are required to house the scientists, and sometimes for captured aliens that are being transferred from another base. It is unclear why the latter is required, but bed space is temporarily allocated for aliens at the destination base while they are in transit.
  
== Live Alien Research ==
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Finally, and most importantly, the '''scientists''' themselves. Each scientist that is allocated to a project will reduce that project's number of research hours by 1 every hour. Calculations to the remaining research hours are applied at midnight every night. The scientists are otherwise free for most of the day.
  
Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the [[Mind Probe]] and [[Small Launcher]], although a well-applied [[Stun Rod]] early in the game can give your tech tree a big boost. Note you not only need to have an [[unconscious]] alien when you exit the Battlescape, you also need an [[Alien Containment]] module at the base your craft returns to, or they'll die before you get any useful info.
+
With all these available at a base, you can go into the lab, bring up the available research topics, pick the topics that interest you and then allocate a certain number of scientists to work on them. You can assign all scientists to one topic, or split them across several as needed.  
  
*Any Live Alien -> [[Alien Research#Alien Origins|Alien Origins]]
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At the end of each day, the scientists will decrease the research hours needed to complete the topic they are assigned to. Once the research hours on their topic reach 0, the research is complete and the scientists are free to be assigned to other topics. Where applicable, you will now be able to use and manufacture the researched technology.
  
*Alien Soldier -> Nothing, beyond information on own species
+
For more detail on how research works, the amount of time required for specific projects or other information such as the maintenance costs, refer to the auxiliary articles at the end.
  
*Alien Medic -> Species information *See note 1
+
== Research Basics: Starting ==
  
*Alien Navigator -> [[Missions (UFO Defense)|Alien missions]] (harvest, base, etc.) and [[Hyper-Wave Decoder]]
+
You start the game with one [[Laboratory]], sufficient space in the [[Living Quarters]], 10 Scientists, and the following research topics that you can start on immediately: [[Weapons#Laser_Technology|Laser Weapons]]; [[Medi-Kit]]; [[Motion Scanner]]
  
*Alien Engineer -> [[UFO (UFO Defense)#UFO Types|UFO Types]] (they will show you all UFO types, not just their own)
+
The choice of which technology to start with is entirely up to you, as there are merits to all the possible choices (irrespective of what some veteran players may argue!). They are quick to research and provide good equipment that can last all through the game.
  
*Alien Leader (or Commander) -> [[Alien Research#The Martian Solution|The Martian Solution]]
+
In addition to deciding which topic to start with, you will need to consider how to improve your research operations with your limited starting resources. The starting set up is reasonable, but will quickly prove to be inadequate once you get research topics that require a greater number of research hours to complete.
 +
 +
----
  
*Alien Commander -> [[Alien Research#Cydonia or Bust|Cydonia or Bust]] *See note 2
+
Some good short-term options to consider include:
  
*Any [[Ethereal]], or Sectoid Leader/Commander -> [[Psionics]] (see below)
+
* Buying an [[Alien Containment]]  
 +
* Raise your scientist numbers to 50
  
 +
Buying an '''alien containment''' allows the capture and interrogation of aliens. While interrogations as a whole serve mainly as a means to provide more background information to the plot of the game, a few ranks such as the Navigator or a [[Sectoid]] Leader provide some high level research. If found early, are very useful to have and can set the tone of the rest of the game. 
  
'''Notes
+
'''Raising your number of hired scientists to 50''' allows you to fill all vacant spaces in the first lab. Keep in mind that the lab is rented, so any unused workspace will mean you are not getting the most out of your monthly investment.  
#Alien medics can give information on species other than their own. This is the only way to gain information about "live" Cyberdiscs. Information gained about Etherals (or Sectoids) in this way will not give you access to [[Psionics]], however.
 
#Commanders can be found in their [[Battleship|Battleships]], or [[Alien Base Assault|their bases]] (<i>or</i> your bases, should they [[Base Defense|choose to attack]]). The [http://www.xcomufo.com/usg.html USG] incorrectly states that only a Commander from an alien base can be used to give access to "Cydonia or Bust", however, in practise 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.
 
  
=== Psionics ===
+
Long term options you want to consider:
Psionic Alien
 
  |
 
[[Psionic Laboratory|Psi Lab]]
 
  |_______
 
  |      |
 
[[Psi-Amp]] [[Mind Shield]]
 
  
== Endgame ==
+
* Building additional living quarters
 +
* Building additional laboratories
 +
* Hiring additional scientists (50 per living quarter and lab)
  
Any Live Alien
+
All three points work hand in hand to increase the number of scientists at your disposal, allowing you to work through the research topics at a faster pace.
  |
 
[[Alien Research#Alien Origins|Alien Origins]]
 
  |
 
  | Any Live Alien Leader
 
  | /
 
[[Alien Research#The Martian Solution|The Martian Solution]]
 
  |
 
  | Any Live Alien Commander
 
  | /
 
[[Alien Research#Cydonia or Bust|Cydonia or Bust]]
 
  |
 
  | [[Avenger]]
 
  | /
 
[[Cydonia]] (mission)
 
  
''-- from Kasey Chang's USG
+
'''Caution:''' Be aware that research facilities and staff are expensive to obtain and maintain. Over-exerting your limited finances to build a massive research facility right from the beginning may prove to be much more detrimental than beneficial to the cause. You may want to only plan your expansion at this stage.
  
==Research Time==
+
----
  
Research project completion time is based on the average number of scientist days needed to work on a project. Below, find listings alphabetically by Project, or by increasing Days. For important Notes, see the text after the table.
+
A comfortable medium for beginners and perhaps any level of player is to work with 100 scientists. It strikes a good balance of speed and the maintenance cost is not too hefty. Veteran players familiar with what technologies they are after can easily get away with 50 or even lesser scientists.  
  
''Does anyone know the times for UFO type and End Game projects? (Where are these tables from anyway, the OSG?) ---[[User:MikeTheRed|MikeTheRed]]
+
Scientists quantities of 150, 200 and 250 are best considered later once you have more reliable means of income.
  
===Research Time, Alphabetically by Project===
 
  
  <u>Days</u>  <u>One Lab</u>  <u>Research Project</u>
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== Research Basics: Beyond ==
  150    3.0    Alien Abduction
 
  400    8.0    Alien Alloys
 
  150    3.0    Alien Entertainment
 
  150    3.0    Alien Food
 
  200    4.0    Alien Grenade
 
  150    3.0    Alien Reproduction
 
  150    3.0    Alien Surgery
 
  300    6.0    Blaster Bomb
 
  900    18.0    Blaster Launcher
 
  880    17.6    Craft Fusion Ball Launcher
 
  420    8.4    Craft Laser Cannon
 
  660    13.2    Craft Plasma Beam
 
  450    9.0    Elerium-115
 
  330    6.6    Flying Suit
 
  800    16.0    Fusion Defenses
 
  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
 
  510    10.2    Laser Defenses
 
  100    2.0    Laser Pistol
 
  300    6.0    Laser Rifle
 
    50    1.0    Laser Weapons
 
  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
 
  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
 
  250    5.0    Tank/Laser Cannon
 
  450    9.0    UFO Construction
 
  450    9.0    UFO Navigation
 
  450    9.0    UFO Power Source
 
  900    18.0    Ultimate Craft (Avenger)
 
  
===Research Time, by Days Needed===
+
After your first mission, you will start to obtain new topics in the labs depending on the artefacts and aliens that you are able to bring home from the battles. This opens up a world of better technology that you can access right away. Many of these technologies will also form the foundation of even higher tier technologies that you will need in due course.
  
  <u>Days</u>  <u>One Lab</u>  <u>Research Project</u>
+
Due to the open nature of this game, and the various playing methods that players will adopt, there's no one true path on how to proceed from here. Pick what technologies fancy you the most, or go for the ones with the most immediate benefits. Make up your own system of how research must progress, or just start picking topics at random. It's entirely up to you.  
    50    1.0    Laser Weapons
 
  100    2.0    Laser Pistol
 
  150    3.0    Alien Food
 
  150    3.0    Alien Reproduction
 
  150    3.0    Alien Entertainment
 
  150    3.0    Alien Surgery
 
  150    3.0    Alien Abduction
 
  180    3.6    Motion Scanner
 
  180    3.6    Personal Armor
 
  180    3.6    Stun Bomb
 
  200    4.0    Alien Grenade
 
  205    4.1    Power Suit
 
  210    4.2    Medi-Kit
 
  250    5.0    Tank/Laser Cannon
 
  300    6.0    Laser Rifle
 
  300    6.0    Blaster Bomb
 
  330    6.6    Flying Suit
 
  360    7.2    Mind Shield
 
  400    8.0    Heavy Plasma Clip
 
  400    8.0    Plasma Rifle Clip
 
  400    8.0    Plasma Pistol Clip
 
  400    8.0    Alien Alloys
 
  420    8.4    Craft Laser Cannon
 
  420    8.4    Psi-Lab
 
  450    9.0    Elerium-115
 
  450    9.0    UFO Power Source
 
  450    9.0    UFO Navigation
 
  450    9.0    UFO Construction
 
  460    9.2    Heavy Laser
 
  500    10.0    Psi-Amp
 
  510    10.2    Laser Defenses
 
  550    11.0    Small Launcher
 
  600    12.0    Plasma Pistol
 
  600    12.0    Mind Probe
 
  600    12.0    New Fighter Craft (Firestorm)
 
  620    12.4    Plasma Defenses
 
  660    13.2    Craft Plasma Beam
 
  670    13.4    Hyper-Wave Decoder
 
  700    14.0    Plasma Rifle
 
  700    14.0    New Fighter-Transporter (Lightning)
 
  800    16.0    Heavy Plasma
 
  800    16.0    Fusion Defenses
 
  880    17.6    Craft 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 complete '''at midnight''', which also means they will take a minimum of one day. 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 [[Research (UFO Defense)#Total Research Time|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. However, these other ratings have not been quantified. Furthermore, Unknown seems to be the most common initial status. The upshot is that you get a little lucky sometimes.
 
*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.
 
  
===Total Research Time===
+
== See Also ==
  
The total time needed for all 46 research projects is 20,215 days. This can be compared against the total time needed for 1 scientist, 50 (1 lab), 100 (2 labs), etc. Numbers were composed by taking the average of the integer-truncated min and max for each project, then summing these together for all 46 projects:
+
For more advanced information on research, refer to:  
  
          ''Scientists
+
*[[Research Basics]]
              <u>1</u>      <u>50</u>    <u>100</u>    <u>150</u>    <u>200</u>    <u>250</u>    <u>300</u>    <u>350</u>    <u>400</u>    <u>450</u>    <u>500</u>
+
*[[Research Popular Sequences and Tips|Popular Sequences and Tips]]
Days        20215  391    190    125    94    75    67    58    56    52    49
+
*[[Research Trees]]
Months      663  12.82  6.23  4.10  3.08  2.46  2.20  1.89  1.84  1.69  1.61
+
*[[Live Alien Research|Researching Live Aliens]]
Efficiency    --    +3%    +6%    +8%    +8%    +8%    +1%    +0%  -10%  -13%  -17%
+
*[[Research Technical Details|Technical Details]]
  
"Months" are considered to be 30.5 days long.
+
{{Research Navbar}}
  
'''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.
+
[[Category:Research (EU)]]
 
+
[[Category:Enemy Unknown/UFO Defense]]
Note that going from e.g. 3 labs to 4 only saves you about a month - which is about how long it takes to set up the lab! Additional labs result in increasingly less game time saved.
 
 
 
 
 
== Alien Abduction: A Streamlined Guide  ==
 
There are only three aliens in the game that are necessary for you to get the end-game research. This includes:
 
 
 
Any ''random alien'', Any ''Leader/Commander'', and finally Any ''Commander''
 
 
 
This is the minimum amount of aliens that you need to capture in order to acquire [[Cydonia or Bust]]. In order to kill a few more birds with the same stone, this list can be tailored to allow you to acquire the [[Hyperwave Decoder]] and the [[Psi-lab]]. To get:
 
 
 
; Hyperwave Decoder : Needs: Any Navigator, Any Leader/Commander, Any Commander
 
 
 
; Psi Lab : Same as usual, but make sure one of the leader or commanders comes from [[Sectoid]] or the [[Ethereal]] caste.
 
 
 
; Hyperwave Decoder and Psi Lab : Any Navigator, Any Sectoid/Ethereal Leader/Commander, Any Commander
 
 
 
==See Also==
 

Latest revision as of 02:36, 23 July 2013

In other languages: 한국어.

The war between Man and Alien is not fought waged purely on the field of combat. It is also fought with science.

Research is a decisive factor in winning the game. X-COM forces start the war outclassed by their alien foes and their more powerful technologies. By capturing alien artefacts and researching them, X-COM forces gain access to vastly improved weapons, armour, base facilities, new aircraft, and other useful technologies. Researching captive live aliens provides information about the aliens' methods and traits, and ultimately how to beat them.

Research Basics

Researching a topic is simple. As the Commander of X-COM all you need to do is to pick a research topic and assign a number of scientists to work on it. Then sit back and wait until they are done.

In order to research , you will need to have the following:


  1. A research topic
  2. Laboratory
  3. Living Quarters
  4. Scientists

Research topics are made available several ways. They are provided at the start, obtained by capturing alien artefacts, or deriving them from previous research topics/interrogations. Each research topic require a certain amount of research hours to complete. This value is hidden to the player but you are given a general indication of the progress. This value is randomly adjusted ±50% at the time the topic is started, so some projects may finish sooner or much later than expected. After a research topic is complete, you will be able to build and use the technology and sometimes gain access to new topics to research.

The laboratory is where your scientists get to do their work. Each lab has space for 50 scientists. You can have a maximum of 255 scientists working on a project at a time, though it is recommended to work within multiples of 50.

Living quarters are required to house the scientists, and sometimes for captured aliens that are being transferred from another base. It is unclear why the latter is required, but bed space is temporarily allocated for aliens at the destination base while they are in transit.

Finally, and most importantly, the scientists themselves. Each scientist that is allocated to a project will reduce that project's number of research hours by 1 every hour. Calculations to the remaining research hours are applied at midnight every night. The scientists are otherwise free for most of the day.

With all these available at a base, you can go into the lab, bring up the available research topics, pick the topics that interest you and then allocate a certain number of scientists to work on them. You can assign all scientists to one topic, or split them across several as needed.

At the end of each day, the scientists will decrease the research hours needed to complete the topic they are assigned to. Once the research hours on their topic reach 0, the research is complete and the scientists are free to be assigned to other topics. Where applicable, you will now be able to use and manufacture the researched technology.

For more detail on how research works, the amount of time required for specific projects or other information such as the maintenance costs, refer to the auxiliary articles at the end.

Research Basics: Starting

You start the game with one Laboratory, sufficient space in the Living Quarters, 10 Scientists, and the following research topics that you can start on immediately: Laser Weapons; Medi-Kit; Motion Scanner

The choice of which technology to start with is entirely up to you, as there are merits to all the possible choices (irrespective of what some veteran players may argue!). They are quick to research and provide good equipment that can last all through the game.

In addition to deciding which topic to start with, you will need to consider how to improve your research operations with your limited starting resources. The starting set up is reasonable, but will quickly prove to be inadequate once you get research topics that require a greater number of research hours to complete.


Some good short-term options to consider include:

Buying an alien containment allows the capture and interrogation of aliens. While interrogations as a whole serve mainly as a means to provide more background information to the plot of the game, a few ranks such as the Navigator or a Sectoid Leader provide some high level research. If found early, are very useful to have and can set the tone of the rest of the game.

Raising your number of hired scientists to 50 allows you to fill all vacant spaces in the first lab. Keep in mind that the lab is rented, so any unused workspace will mean you are not getting the most out of your monthly investment.

Long term options you want to consider:

  • Building additional living quarters
  • Building additional laboratories
  • Hiring additional scientists (50 per living quarter and lab)

All three points work hand in hand to increase the number of scientists at your disposal, allowing you to work through the research topics at a faster pace.

Caution: Be aware that research facilities and staff are expensive to obtain and maintain. Over-exerting your limited finances to build a massive research facility right from the beginning may prove to be much more detrimental than beneficial to the cause. You may want to only plan your expansion at this stage.


A comfortable medium for beginners and perhaps any level of player is to work with 100 scientists. It strikes a good balance of speed and the maintenance cost is not too hefty. Veteran players familiar with what technologies they are after can easily get away with 50 or even lesser scientists.

Scientists quantities of 150, 200 and 250 are best considered later once you have more reliable means of income.


Research Basics: Beyond

After your first mission, you will start to obtain new topics in the labs depending on the artefacts and aliens that you are able to bring home from the battles. This opens up a world of better technology that you can access right away. Many of these technologies will also form the foundation of even higher tier technologies that you will need in due course.

Due to the open nature of this game, and the various playing methods that players will adopt, there's no one true path on how to proceed from here. Pick what technologies fancy you the most, or go for the ones with the most immediate benefits. Make up your own system of how research must progress, or just start picking topics at random. It's entirely up to you.


See Also

For more advanced information on research, refer to:

UFO Badge X-COM: Enemy Unknown/UFO Defense
Research:BasicsPopular Sequences and TipsTreesLive AliensTechnical Details