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− | ''Research'' is a decisive factor in the battle between Man and 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. | + | '''In other languages: [[연구|한국어]].''' |
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− | 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 [[Alien Research#Cydonia or Bust|winning the game]].
| + | The war between Man and Alien is not fought waged purely on the field of combat. It is also fought with science. |
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− | == Research allocations ==
| + | '''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]]. |
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− | 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.
| + | == Research Basics == |
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− | 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.
| + | 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. |
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− | 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|The Minimum Three]] for more details.
| + | In order to research , you will need to have the following: |
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− | 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.
| + | ---- |
| + | # A research topic |
| + | # [[Laboratory]] |
| + | # [[Living Quarters]] |
| + | # Scientists |
| + | ---- |
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− | == Initial research projects ==
| + | '''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. |
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− | You are given [[Weapons_(UFO_Defense)#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. | + | 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. |
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− | Different X-COM commanders differ on which technologies are best researched first, although the initial three topics are all good choices. [[Laser Rifle]]s are an enormous improvement over standard armaments, particularly against [[Cyberdisc]]s, the toughest early foe. Laser weapons are reasonably powerful and do not require ammunition, making them useful for the duration of the game.
| + | '''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. |
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− | [[Medi-Kit]]s are rapidily researched and of great utility, especially once your soldiers are outfitted with armor. [[Personal Armor|Armor]] technology is also a high priority, although it is relatively time-consuming to research and subsequently manufacture.
| + | 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. |
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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]].)
| + | 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. |
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− | 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.
| + | 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. |
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− | 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.
| + | 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. |
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− | 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 (Sectoid Leader/Commander or any Ethereal) should also be a top priority, as [[psionics]] becomes an enormous factor as the game progresses.
| + | == Research Basics: Starting == |
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− | == Research trees ==
| + | 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]] |
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− | Here are sequences of research topics needed to unlock all the technologies in the game.
| + | 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. |
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− | === Laser Weapons ===
| + | 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. |
− | Laser Weapons (tech breakthrough)
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− | [[Laser Pistol]]
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− | [[Laser Rifle]]
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− | [[Heavy Laser]]
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− | [[Laser Cannon]]
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− | ([[Heavy Weapons Platforms (UFO Defense)|Laser Tank]])
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− | [[Laser Defences|Laser Defense]]
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− | === Plasma Weapons ===
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− | [[Heavy Plasma]] [[Plasma Rifle]]
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− | | Heavy Plasma Clip | Plasma Rifle Clip
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− | |___________| |__________|
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− | |__________OR___________|
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− | [[Plasma Beam|Plasma Cannon]]
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− | ([[Heavy Weapons Platforms (UFO Defense)|Hovertank/Plasma]])*
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− | [[Plasma Defences|Plasma Defense]]
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− | <nowiki>*</nowiki> [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks
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− | === Fusion Weapons ===
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− | [[Blaster Launcher]] [[Blaster Bomb]]
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− | |___________|
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− | [[Fusion Ball Launcher|Fusion Ball]]
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− | ([[Heavy Weapons Platforms (UFO Defense)|Hovertank/Launcher]])*
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− | [[Fusion Ball Defences|Fusion Ball Defense]]
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− | <nowiki>*</nowiki> [[#Craft|New Fighter Craft]] must also be researched before you can build hovertanks
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− | === Armor ===
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− | [[Alien Alloys]]
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− | [[Elerium-115]] [[Personal Armor]] [[UFO Power Source]]
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− | |_____________|_________________|
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− | [[Power Suit]] [[UFO Navigation]]
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− | |_________________|
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− | [[Flying Suit]]
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− | === Craft ===
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− | Alien Elerium UFO UFO
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− | Alloys 115 Power Source Navigation
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− | |___________|___________|______________|
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− | UFO Construction
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− | New Fighter Craft*
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− | ([[Firestorm]])
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− | New Fighter-Transporter
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− | ([[Lightning]])
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− | __________|____________
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− | [[Grav Shield]] Ultimate Craft ([[Avenger]])
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− | <nowiki>*</nowiki> New Fighter Craft must be researched before you can build hovertanks
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− | === Psionics ===
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− | Any Live Psionic Alien
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− | [[Psionic Laboratory|Psi Lab]]
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− | |_______
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− | [[Psi-Amp]] [[Mind Shield]]
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− | === Hyper-Wave Decoder ===
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− | Any Live Alien Navigator
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− | [[Hyper-Wave Decoder]]
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− | === Individual topics ===
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− | Researching these topics will not unlock any technologies beyond themselves.
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− | * [[Medi-Kit]]
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− | * [[Motion Scanner]]
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− | * [[Mind Probe]]
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− | * [[Alien Grenade]]
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− | There are also four UFO Components which can be researched but which have no practical value:
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− | * [[Alien Entertainment]]
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− | * [[Alien Food]]
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− | * [[Alien Surgery]]
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− | * [[Examination Room]]
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− | 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 an editor.
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− | == Researching aliens ==
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− | Researching live aliens will provide a variety of information. The type of information revealed is usually dependent on the alien's rank (or ''type'').
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− | Here is an overview of the research each alien type can produce:
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− | *Any Live Alien: [[Alien Research#Alien Origins|Alien Origins]] and information on its own species
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− | *Alien Soldier or Terrorist: Nothing, beyond information on its own species
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− | *Alien Medic: information on other [[#Alien species|alien species]]
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− | *Alien Navigator: [[#Alien missions|Alien missions]] and [[Hyper-Wave Decoder]]
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− | *Alien Engineer: [[#Alien ships|Alien ships]]
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− | *Alien Leader (or Commander): [[Alien Research#The Martian Solution|The Martian Solution]]
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− | *Alien Commander: [[Alien Research#Cydonia or Bust|Cydonia or Bust]]
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− | *Sectoid Leader or Commander, or any Ethereal: [[Psionic Laboratory]]
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− | 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 Research#Alien Origins|Alien Origins]] topic. Often researching an alien will produce no new UFOPaedia entries, if everything that could be learned from that alien type has already been discovered.
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− | 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.
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− | Each [[#Alien species|alien species]] (including autopsies), [[#Alien missions|alien mission]], or [[#Alien ships|alien ship]] entry added to the UFOpaedia will earn the player 50 points.
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− | === Alien types ===
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− | There are 29 different alien race/rank combos in the game:
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− | *Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander
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− | *Snakeman Soldier, Navigator, Engineer, Leader, or Commander
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− | *Ethereal Soldier, Leader, or Commander
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− | *Muton Soldier, Navigator, or Engineer
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− | *Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander
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− | *Celatid Terrorist
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− | *Silacoid Terrorist
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− | *Chryssalid Terrorist
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− | *Reaper Terrorist
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− | *Sectopod Terrorist
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− | *Cyberdisc Terrorist
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− | 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 [[#The Minimum Three|detailed below]]).
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− | === Alien missions ===
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− | 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.
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− | *[[Alien Missions#Alien Research|Alien Research]]
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− | *[[Alien Missions#Alien Harvest|Alien Harvest]]
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− | *[[Alien Missions#Alien Abduction|Alien Abduction]]
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− | *[[Alien Missions#Alien Infiltration|Alien Infiltration]]
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− | *[[Alien Missions#Alien Base|Alien Base]]
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− | *[[Alien Missions#Alien Terror|Alien Terror]]
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− | *[[Alien Missions#Alien Retaliation|Alien Retaliation]]
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− | *[[Alien Missions#Alien Supply|Alien Supply]]
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− | === Alien ships ===
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− | 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 [[UFO_Interception|interception]] strategies. Captured Engineers may give information on ship types other than the type they were found on.
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− | *[[Small Scout]]
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− | *[[Medium Scout]]
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− | *[[Large Scout]]
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− | *[[Abductor]]
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− | *[[Harvester]]
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− | *[[Supply Ship]]
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− | *[[Terror Ship]]
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− | *[[Battleship]]
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− | === Alien species ===
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− | 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.
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− | Researching alien Medics can produce "live alien" and Autopsy entries on species other than their own. (However, if the entry on live [[Ethereal]]s is produced in this manner it will not unlock the [[Psionic Laboratory]] research topic -- you must still study a psionic alien directly.)
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− | 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 UFOPedia entry can never be generated on them.)
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− | 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.
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− | *[[Sectoid]]
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− | *[[Snakeman]]
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− | *[[Ethereal]]
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− | *[[Muton]]
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− | *[[Floater]]
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− | *[[Celatid]]
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− | *[[Silacoid]]
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− | *[[Chryssalid]]
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− | *[[Reaper]]
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− | *[[Sectopod]]
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− | *[[Cyberdisc]]
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− | == Endgame ==
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− | These research topics must be completed in order to travel to [[Cydonia]] and finish the game.
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− | Any Live Alien
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− | [[Alien Research#Alien Origins|Alien Origins]]
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− | | Any Live Alien Leader
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− | [[Alien Research#The Martian Solution|The Martian Solution]]
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− | | Any Live Alien Commander
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− | [[Alien Research#Cydonia or Bust|Cydonia or Bust]]
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− | | [[Avenger]]
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− | | /
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− | [[Cydonia]] (mission)
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− | Alien Commanders can be found on [[Battleship]]s, or in [[Alien Base Assault|alien bases]]. An alien Commander will also always accompany a [[Base Defense|base invasion]] force. The [http://www.xcomufo.com/usg.html 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.
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− | == The Minimum Three ==
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− | 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:
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− | *Any ''random alien'', Any ''Leader or Commander'', and finally Any ''Commander''
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− | By studying these three aliens, you can unlock the end-game mission [[Alien Research#Cydonia or Bust|Cydonia or Bust]]. These same three aliens can be used to unlock all additional research dependent on alien captives, by altering the list as follows:
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− | For ''[[Hyper-Wave Decoder]]''
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− | : substitute "Any ''Navigator''" for "Any ''random alien''"
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− | For ''[[Psionic Laboratory]]''
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− | : make sure your captured Leader or Commander is Sectoid or Ethereal
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− | Thus, to unlock all technology that matters (not counting window-dressing fluff, like Autopsies, UFO types, and Mission types), you only need to research three aliens:
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− | *Any ''Navigator'', Any ''Sectoid or Ethereal, Leader or Commander'', and finally Any ''Commander''
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− | == Capturing live aliens ==
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− | Capturing the above three aliens, especially early on in the game, can be difficult. However, [[Mind Probe]]s make it much easier to single out specific aliens, and once you get [[Small Launcher]]s, things are pretty easy.
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− | 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.
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− | 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.
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− | 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.
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− | 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.
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− | == Research time ==
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− | The following is a list of all research topics in the game. | |
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− | ''Values taken from [[RESEARCH.DAT]]''
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− | === Sorted alphabetically ===
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− | <u>Days</u> <u>One Lab</u> <u>Research Project</u>
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− | 400 8.0 Alien Alloys
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− | 180 3.6 Alien Corpses (each -- 11 different types)
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− | 150 3.0 Alien Entertainment
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− | 150 3.0 Alien Food
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− | 200 4.0 Alien Grenade
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− | 300 6.0 Alien Origins
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− | 150 3.0 Alien Reproduction*
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− | 150 3.0 Alien Surgery
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− | 300 6.0 Blaster Bomb
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− | 900 18.0 Blaster Launcher
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− | 600 12.0 Cydonia or Bust
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− | 450 9.0 Elerium-115
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− | 150 3.0 Examination Room
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− | 330 6.6 Flying Suit
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− | 800 16.0 Fusion Defenses
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− | 880 17.6 Fusion Missile (Fusion Ball & Launcher)
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− | 930 18.6 Grav Shield
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− | 460 9.2 Heavy Laser
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− | 800 16.0 Heavy Plasma
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− | 400 8.0 Heavy Plasma Clip
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− | 670 13.4 Hyper-Wave Decoder
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− | 420 8.4 Laser Cannon
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− | 510 10.2 Laser Defenses
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− | 100 2.0 Laser Pistol
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− | 300 6.0 Laser Rifle
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− | 50 1.0 Laser Weapons
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− | 192 3.84 Live Aliens (except Terrorists and Sectoid Commander) (22 types)
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− | 190 3.8 Live Sectoid Commander (go figure)
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− | 170 3.4 Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)
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− | 210 4.2 Medi-Kit
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− | 600 12.0 Mind Probe
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− | 360 7.2 Mind Shield
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− | 180 3.6 Motion Scanner
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− | 600 12.0 New Fighter Craft (Firestorm)
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− | 700 14.0 New Fighter-Transporter (Lightning)
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− | 180 3.6 Personal Armor
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− | 660 13.2 Plasma Beam
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− | 620 12.4 Plasma Defenses
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− | 600 12.0 Plasma Pistol
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− | 400 8.0 Plasma Pistol Clip
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− | 700 14.0 Plasma Rifle
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− | 400 8.0 Plasma Rifle Clip
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− | 205 4.1 Power Suit
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− | 500 10.0 Psi-Amp
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− | 420 8.4 Psi-Lab
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− | 550 11.0 Small Launcher
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− | 180 3.6 Stun Bomb
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− | 500 10.0 The Martian Solution
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− | 450 9.0 UFO Construction
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− | 450 9.0 UFO Navigation
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− | 450 9.0 UFO Power Source
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− | 900 18.0 Ultimate Craft (Avenger)
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− | <nowiki>*</nowiki> Alien Reproduction is not ordinarily researchable unless you use an editor to add one your General Stores.
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− | === Sorted by days needed ===
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− | <u>Days</u> <u>One Lab</u> <u>Research Project</u>
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− | 50 1.0 Laser Weapons
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− | 100 2.0 Laser Pistol
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− | 150 3.0 Alien Entertainment
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− | 150 3.0 Alien Food
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− | 150 3.0 Alien Reproduction
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− | 150 3.0 Alien Surgery
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− | 150 3.0 Examination Room
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− | 170 3.4 Live Terrorists (4 types -- Reaper, Chryssalid, Silacoid, Celatid)
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− | 180 3.6 Alien Corpses (each -- 11 different types)
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− | 180 3.6 Motion Scanner
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− | 180 3.6 Personal Armor
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− | 180 3.6 Stun Bomb
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− | 190 3.8 Live Sectoid Commander (go figure)
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− | 192 3.84 Live Aliens (except Terrorists and Sectoid Commander) (22 types)
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− | 200 4.0 Alien Grenade
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− | 205 4.1 Power Suit
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− | 210 4.2 Medi-Kit
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− | 300 6.0 Alien Origins
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− | 300 6.0 Blaster Bomb
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− | 300 6.0 Laser Rifle
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− | 330 6.6 Flying Suit
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− | 360 7.2 Mind Shield
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− | 400 8.0 Alien Alloys
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− | 400 8.0 Heavy Plasma Clip
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− | 400 8.0 Plasma Pistol Clip
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− | 400 8.0 Plasma Rifle Clip
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− | 420 8.4 Laser Cannon
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− | 420 8.4 Psi-Lab
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− | 450 9.0 Elerium-115
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− | 450 9.0 UFO Construction
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− | 450 9.0 UFO Navigation
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− | 450 9.0 UFO Power Source
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− | 460 9.2 Heavy Laser
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− | 500 10.0 Psi-Amp
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− | 500 10.0 The Martian Solution
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− | 510 10.2 Laser Defenses
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− | 550 11.0 Small Launcher
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− | 600 12.0 Cydonia or Bust
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− | 600 12.0 Mind Probe
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− | 600 12.0 New Fighter Craft (Firestorm)
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− | 600 12.0 Plasma Pistol
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− | 620 12.4 Plasma Defenses
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− | 660 13.2 Craft Plasma Beam
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− | 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 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, including instant result in the extreme case. 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 ==
| |
− | | |
− | The total time needed to research all technologies is 21,215 days, plus another 576 to research [[#The Minimum Three|The Minimum Three]], plus another 6,500 or so to add every alien [[#Alien species|species]], [[#Alien ships|ship type]], and [[#Alien missions|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
| |
− | <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>
| |
− | 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.
| |
− | | |
− | == Popular research sequences ==
| |
− | | |
− | Research time is given in Scientist hours and average days needed for one Laboratory (50 Scientists). Two Laboratories (100 Scientists) will take approximately half as long.
| |
− | | |
− | 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, can be manufactured for [[Manufacturing Profitability|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 [[Manufacturing Profitability|profitable]] item in the game.
| |
− | | |
− | ->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'''
| |
− | | |
− | === 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 [[Battleship]]s.
| |
− | | |
− | ->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
| + | Some good short-term options to consider include: |
− | Blaster Bomb 300 6.0 days
| |
− | '''Total: 1200 24.0 days'''
| |
| | | |
− | === Fusion Ball Launcher ===
| + | * Buying an [[Alien Containment]] |
| + | * Raise your scientist numbers to 50 |
| | | |
− | Useful against [[Battleship]]s when using multiple crafts; use Plasma Beam otherwise.
| + | 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. |
| | | |
− | ->Blaster Launcher 1200 24.0 days
| + | '''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. |
− | Fusion Ball Launcher 880 17.6 days
| |
− | '''Total: 2080 41.6 days'''
| |
− |
| |
− | ''or'' '''Blaster Launcher + 17.6 days'''
| |
| | | |
− | === Fusion Defenses ===
| + | Long term options you want to consider: |
− | | |
− | The best base defense besides the [[Mind Shield]]. An even better defense is to use a proper [[Base Layout Strategy|base layout strategy]].
| |
− | | |
− | ->Fusion Ball Launcher 2080 41.6 days
| |
− | Fusion Defenses 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 Beam]]s 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 Suit]]s or [[Flying Suit]]s 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 Strategy|base layout]] is a quite viable alternative. Immediately shooting down scout UFOs on [[Alien Missions#Alien Retaliation|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 ===
| + | * Building additional living quarters |
| + | * Building additional laboratories |
| + | * Hiring additional scientists (50 per living quarter and lab) |
| | | |
− | A popular (and expendable) scout. Immune to Psi attacks, like all tanks. Produceable immediately after the completion of Firestorm and Plasma Beam research topics.
| + | 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. |
| | | |
− | ->Firestorm 3515 70.3 days
| + | '''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. |
− | ->Plasma Beam 660 13.2 days
| |
− | '''Total: 4175 83.5 days'''
| |
| | | |
− | === Hovertank/Launcher ===
| + | ---- |
| | | |
− | Less popular than the Plasma Hovertank due to the expense of its ammunition and reduced damage relative to the man-portable [[Blaster Launcher]]. Produceable immediately after the completion of Firestorm and Fusion Ball Launcher research topics.
| + | 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. |
| | | |
− | ->Firestorm 3515 70.3 days
| + | Scientists quantities of 150, 200 and 250 are best considered later once you have more reliable means of income. |
− | ->Fusion Ball Launcher 880 17.6 days
| |
− | '''Total: 4395 87.9 days'''
| |
| | | |
− | === Psionic Laboratory ===
| |
| | | |
− | === Psi-Amp === | + | == Research Basics: Beyond == |
| | | |
− | === Mind Shield ===
| + | 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. |
| | | |
− | === Hyper-Wave Decoder ===
| + | 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. |
| | | |
− | === Cydonia ===
| |
| | | |
− | Alien Origins
| + | == See Also == |
− | The Martian Solution
| |
− | Cydonia or Bust
| |
− | ->Avenger
| |
| | | |
− | ==See also==
| + | For more advanced information on research, refer to: |
| | | |
− | [[Research Tips]] | + | *[[Research Basics]] |
| + | *[[Research Popular Sequences and Tips|Popular Sequences and Tips]] |
| + | *[[Research Trees]] |
| + | *[[Live Alien Research|Researching Live Aliens]] |
| + | *[[Research Technical Details|Technical Details]] |
| | | |
| + | {{Research Navbar}} |
| | | |
− | [[Category: data tables]] | + | [[Category:Research (EU)]] |
| + | [[Category:Enemy Unknown/UFO Defense]] |
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:
- A research topic
- Laboratory
- Living Quarters
- 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: