기술실 (롱 워 리밸런스)
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The Engineering Bay houses the engineering team, headed by Dr. Shen.
- Build/Buy Items. Allows you to manufacture weapons and equipment for soldiers (first tab), armor for soldiers (second tab), and specialized equipment for SHIVs, MECs, as well as interceptor weapons and modules (third tab).
- Build Facilities. Opens access to the construction of your base.
- The Foundry. Develop specialized "foundry" projects. See Foundry (Long War).
- Repair Bay. Repair damaged items. It costs about 20% of the item cost in credits, alloys, elerium and meld to repair an item. See Repair Bay (Long War).
- Augment Soldiers. Augment soldiers into MEC Troopers in the Repair Bay. This becomes available after the research of Alien Biocybernetics. A maximum of 3 soldiers can be augmented simultaneously. It takes 10 days to augment a soldier, and costs 40 credits and 60 meld.
New in Long War
There are several key differences between engineering in Long War versus vanilla:
There are only 3 ways to get more engineers:
- mission rewards
- from the end-of-the-month reward for satellite covered nations
- from nation requests in exchange for alien materials, equipment, corpses or captured aliens
Workshops do NOT increase the number of engineers!
Nothing is built instantaneously. While in vanilla you could manufacture an extra SCOPE right before a mission, in Long War it takes several days. Most things can be built faster by selecting the Build Quickly mode in the manufacturing dialog. This costs significantly more (150%), and uses some Meld, but produces the item in around half the time. The more engineers you have the less time it will take to manufacture items. The more Workshops you have the less materials it will take to manufacture items. Workshop adjacency also reduces the materials cost of items. Base facilities still have a minimum number of engineers to build, but most items and Foundry projects do not; they will simply take a very long time if you try to build them with many fewer engineers on staff than recommended.
Build time calculations
Based on Amineri's post here, items and Foundry project completion times vary exponentially with the number of available engineers (unlike research time which varies linearly with the number of scientists). Here is an approximate formula:
build time = base time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))
where OptimalEngineers is the default or recommended number of engineers needed to achieve the listed base time specified in the item / project tables. ActualEngineers is the number of available engineers.
When ActualEngineers = OptimalEngineers, the build time is equal to the base time. Unlike research time, where the rule of thumb is that for double the number of scientists the research time is halved, there is no such rule of thumb that works for build times, due to the exponential relationship. For example, developing a Foundry project that has OptimalEngineers=60 (e.g. Ammo Conservation), with only half the engineers on hand, will take roughly 7 times longer than the base time to complete . On the other hand, developing a project that has OptimalEngineers=30 (e.g. Improved Arc Thrower), with half the engineers on hand, will take roughly twice as long as the base time.
Here are a few more observations about the formula. As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces build time by a smaller and smaller amount. Also, based on the formula, all build times are limited to 0.5*base time, when building at a normal speed, and 0.25*base time when building quickly.
|Effect||Development of new combat items and improvements to current items|
|Adjacency Bonus||Workshop |
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry has no prerequisites, so it can be built from the beginning and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.
The Foundry cannot be torn down once built.
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the Equipment page.
Many Foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.
General Mechanical Unit Upgrades
General Weapon Upgrades
General Equipment Upgrades
|Advanced Flight||Aerospace||Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV).||50||Antigrav Systems||§325||40||0||40||0||14||5x Drone Wreck, |
5x Heavy Floater Corpse,
5x Cyberdisc Wreck
|Drone Capture||Cybernetics||XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture).||75||EMP Weapons||§100||0||50||10||0||14||30x Drone Wreck|
|Improved Arc Thrower||-||Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP).||30||Alien Power Systems||§100||40||30||40||0||14||10x Drone Wreck|
|Improved Medikit||Cybernetics||Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge.||12||Thin Man Autopsy||§180||0||0||0||20||7||20x Thin Man Corpse|
|New Combat Systems||-||Unlocks an array of new gear options in combination with other technologies and projects.||30||Experimental Warfare||§100||30||50||20||0||14||-|
|Psi Warfare Systems||Psionics||Like New Combat Systems, unlocks an assortment of psionic special equipment.||40||Xenopsionics||§100||0||30||20||40||14||12x Sectoid Corpse|
|SCOPE Upgrade||Weapons||Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.||25||Experimental Warfare||§100||0||35||0||0||7||1x SCOPE|
|Tactical Rigging||Armor||Grants one extra item slot to soldiers.||80||Muton Elite Autopsy||§500||100||100||0||60||21||20x Muton Elite Corpse|
These upgrades apply to all pistols and machine pistols.
Base Security Upgrades
|Effect||MEC Troopers and Item repair|
|Adjacency Bonus||Workshop (+5% discount/refund)|
The Repair Bay enables augmentation of soldiers into MEC Troopers via the Engineering menu tab. Only one Repair Bay may be constructed, although it counts as a Workshop if built next to one. Dr. Shen strongly recommends that XCOM build and deploy MECs as quickly as possible.
- Mechanized Exoskeletal Cybersuits, or MECs, are powerful battle suits that mount an array of useful weaponry and support equipment. In Long War, these can be ordered and built from the Armors tab in the "Build Items" menu entry instead of the previous Enemy Within Inventory system.
- Each MEC can be customized to fit specific tactical approaches. If a MEC Trooper dies, his MEC suit is destroyed.
- Please note that in Long War weapons, equipment and armor may become damaged and require some mending and repair after a mission. The Repair bay enables this new function, which requires a fraction of the build cost of each item and some time.
All produced items have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the items on the soldier to become damaged. If a soldier was reduced to 0 health, there's a 20~95% chance for the item to become damaged depending on each item value (you can find each maximum chance that the item is damaged upon DefaultGameCore.ini). The actual chance scales with the health damage taken. Armor damage does cause the items to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.
|Effect||10% discount on items and 10% refund on materials|
|Adjacency Bonus||Workshop (+5% discount/refund)|
|Other||10 engineers per Workshop|
The Workshop reduces item cost by 10% and gives a 10% refund on materials.
Each adjacent Workshop, Foundry or Repair Bay reduces item cost by an additional 5% and gives an additional 5% refund on materials.
Multiple Workshops have diminishing returns and discounts and refunds cannot exceed 50%.
0.5 + 0.5 * 0.8 ^ (a + 0.5b) = percent of price you need to pay
a = number of Workshops
b = number of adjacency bonuses
Workshop graph and stats
Values in bold represent the natural expansion of Workshops in your base. It is assumed that you first build the Foundry and the Repair Bay, then four Workshops adjacent to them.