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In General
The Engineering Bay houses the engineering team, headed by Dr. Shen.
Build/Buy Items
Here you can build or purchase items that you have the resources for.
Item Production and Foundry Project Speed
Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):
Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1.6 ^ Number of Workshops)
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 time by a smaller and smaller amount.
Note that Base Time to build each item in hours is it's build time * the number of engineers required * 72.
Item Fabrication Capacity
The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every workshop.
Rushing
Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.
Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: Scientists and Engineers)
Build Facilities
By selecting "Build Facilities," a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.
Excavations cannot be rushed, and take 8 days to complete.
Rushing
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.
The Foundry
SHIV-Specific Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
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Other
|
SHIV Advancements I
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Weapons
|
Grants SHIVs Repair Servos and Lock N' Load. Also unlocks the Anti-Armor Module.
|
15
|
Alien Weaponry
|
§40
|
0
|
50
|
0
|
50
|
70
|
6x Drone Wrecks
|
SHIV Advancements II
|
-
|
Grants SHIVs Damage Control and Shredder.
|
30
|
Cyberdisc Autopsy
|
§400
|
135
|
25
|
10
|
80
|
210
|
2x Drone Wreck, 2x Cyberdisc Wreck
|
General Mechanical Unit Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
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|
|
|
|
|
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Other
|
Advanced Repair
|
Cybernetics
|
Reduces aircraft, MEC, SHIV, and item repair times by 35%.
|
45
|
Heavy Floater Autopsy
|
§300
|
190
|
0
|
0
|
40
|
210
|
6x Heavy Floater Corpse
|
Advanced Servomotors
|
Cybernetics
|
All SHIVs gain Sprinter. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs.
|
20
|
Mechtoid Autopsy
|
§10
|
320
|
60
|
0
|
0
|
100
|
6x Mechtoid Core
|
Heavy Shells
|
Cybernetics
|
All MECs gain HEAT Warheads.
|
45
|
Heavy Floater Interrogation
|
§100
|
480
|
5
|
0
|
0
|
100
|
5x Heavy Floater Corpse
|
MEC Warfare Systems
|
Cybernetics
|
Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items.
|
20
|
Alien Biocybernetics
|
§20
|
0
|
10
|
0
|
0
|
30
|
2x Drone Wreck
|
Mechanized Defenses
|
Armor
|
Unlocks the Alloy Carbide Plating item (and with Advanced Power Armor, the Core Plating item) for MECs and SHIVs to increase their defensive capabilities.
|
30
|
Advanced Body Armor
|
§10
|
10
|
15
|
0
|
10
|
100
|
2x Cyberdisc Wreck
|
Shaped Armor
|
Armor
|
Increases HP of mechanized units (SHIV, MEC) by 3. Grants +10 penetration to the KSM.
|
35
|
Berserker Autopsy
|
§20
|
150
|
0
|
20
|
40
|
210
|
4x Berserker Corpse
|
General Weapon Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
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|
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Other
|
Alien Grenades
|
-
|
Allows the use of Alien Grenades and grants AP grenades +1 damage and HE grenades +2 damage.
|
30
|
Muton Autopsy
|
§300
|
20
|
75
|
30
|
30
|
140
|
16x Muton Corpse
|
Ammo Conservation
|
Weapons
|
Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.
|
60
|
Muton Elite Autopsy
|
§150
|
800
|
425
|
0
|
20
|
140
|
10x Muton Elite Corpse
|
Beam Strengthening
|
Weapons
|
Grants +1 to critical hit damage with all primary laser and pulse weapons.
|
45
|
Experimental Warfare
|
§350
|
90
|
110
|
60
|
15
|
140
|
6x UFO Power Source
|
Condensed Plasma
|
Plasma Weapons Weapons
|
Increases the damage of explosives by 1. Allows production of Plasma Grenades and Plasma Stellerators.
|
90
|
Light Plasma Weapons
|
§200
|
0
|
80
|
180
|
0
|
550
|
5x Muton Elite Corpse
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Enhanced Ballistics
|
Weapons
|
Allows production of Alloy-Jacketed Rounds.
|
10
|
Alien Materials
|
§20
|
10
|
15
|
0
|
0
|
70
|
-
|
Enhanced Lasers
|
Laser Weapons Weapons
|
Allows production of Enhanced Beam Optics.
|
10
|
Beam Lasers
|
§20
|
0
|
45
|
10
|
0
|
70
|
-
|
Jellied Elerium
|
Cybernetics
|
Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the Incinerator Module.
|
45
|
Elerium
|
§100
|
0
|
160
|
90
|
20
|
100
|
10x Chryssalid Carcass
|
Quenchguns
|
Gauss Weapons Weapons
|
Grants +1 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6).
|
35
|
Advanced Gauss Weapons
|
§250
|
160
|
130
|
20
|
10
|
140
|
9x Muton Corpse
|
General Equipment Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
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Other
|
Advanced Flight
|
Aerospace
|
Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%.
|
50
|
Antigrav Systems
|
§500
|
80
|
0
|
40
|
0
|
140
|
4x Drone Wreck, 4x Heavy Floater Corpse, 8x Floater Corpse
|
Elerium Batteries
|
-
|
Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker.
|
30
|
Alien Power Systems
|
§100
|
30
|
45
|
50
|
0
|
140
|
16x Drone Wreck
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Improved Medikit
|
Cybernetics
|
Increases the max HP medikits can heal by 2.
|
12
|
Muton Elite Autopsy
|
§350
|
0
|
0
|
0
|
50
|
70
|
4x Muton Elite Corpse
|
New Combat Systems
|
-
|
Unlocks an array of new gear options in combination with other technologies and projects.
|
30
|
Experimental Warfare
|
§200
|
30
|
60
|
20
|
0
|
140
|
4x Thin Man Corpse
|
Psi Warfare Systems
|
Psionics
|
Unlocks an assortment of psionic special equipment.
|
20
|
Xenopsionics
|
§200
|
0
|
15
|
20
|
40
|
140
|
16x Sectoid Corpse
|
Tactical Rigging
|
Armor
|
Grants one extra equipment slot to biosoldiers.
|
20
|
Muton Interrogation
|
§50
|
10
|
120
|
80
|
30
|
70
|
4x Muton Corpse
|
Pistol Upgrades
These upgrades apply to most pistols and machine pistols.
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
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|
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Other
|
High-Capacity Pistols
|
Weapons
|
Grants 1 additional ammo to all non-electric pistols.
|
10
|
Alien Weaponry
|
§100
|
25
|
50
|
0
|
0
|
70
|
-
|
Rail Pistols
|
Gauss Weapons Weapons
|
Grants 10 aim to all pistols.
|
20
|
Gauss Weapons
|
§150
|
10
|
40
|
0
|
0
|
100
|
2x Seeker Wreck
|
Reflex Pistols
|
Plasma Weapons Weapons
|
Grants +35% weapon damage to all pistols.
|
35
|
Compact Plasma Weapons
|
§250
|
30
|
45
|
30
|
0
|
140
|
6x Heavy Floater Corpse
|
Material Recovery
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
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Other
|
Advanced Scavenging
|
-
|
Allows for the use of secondary scavenging teams on UFO missions.
|
15
|
Alien Materials
|
§150
|
0
|
0
|
0
|
0
|
100
|
-
|
Improved Salvage
|
-
|
Increases weapon fragment recovery from missions and destroyed UFOs by 20%.
|
20
|
Alien Materials
|
§800
|
0
|
15
|
0
|
50
|
140
|
20x Thin Man Corpse
|
Alien Metallurgy
|
-
|
Increases alien alloy recovery from missions and destroyed UFOs by 20%.
|
30
|
Alien Materials
|
§800
|
10
|
0
|
0
|
50
|
140
|
10x Drone Wreck
|
Alien Nucleonics
|
-
|
Increases elerium recovery from missions and destroyed UFOs by 20%.
|
45
|
Alien Materials
|
§800
|
0
|
0
|
10
|
50
|
140
|
24x Sectoid Corpse
|
Base Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Advanced Surgery
|
Cybernetics
|
Decreases biosoldier wound times by 25%.
|
45
|
Alien Biocybernetics
|
§600
|
0
|
0
|
0
|
0
|
210
|
4x Alien Stasis Tank, 4x Alien Surgery
|
Grey Market
|
-
|
Unlocks the Grey Market.
|
10
|
-
|
§10
|
10
|
5
|
10
|
10
|
300
|
1x Sectoid Captive
|
XCOM Security I
|
-
|
Creates patrol routes and trains XCOM to defend the base exterior against possible intruders. Any alien that makes it through these patrols will have a 50% chance to lose an average of x% of their HP where x is the number of soldiers that were on patrol.
|
25
|
Beam Lasers
|
§200
|
0
|
0
|
0
|
0
|
30
|
-
|
XCOM Security II
|
-
|
Increases the training and defensive entrenchment of the interior and exterior security patrols. Any alien that makes it through these patrols will have a 100% chance to lose an average of x% of their HP where x is the number of soldiers that were on patrol.
|
25
|
Improved Body Armor XCOM Security I
|
§600
|
0
|
0
|
0
|
0
|
30
|
-
|
Aerospace Improvements
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Aircraft Boosters
|
Aerospace Laser Weapons
|
Allows production of one-time 'boosters' for interception.
|
10
|
Alien Materials
|
§50
|
0
|
10
|
0
|
10
|
70
|
2x Drone Wreck
|
Armored Fighters
|
Aerospace Armor
|
Increases interceptor and firestorm HP by 30%.
|
30
|
Advanced Aerospace Concepts
|
§450
|
120
|
50
|
0
|
25
|
140
|
16x Floater Corpse
|
Cooling Coils
|
Aerospace
|
Increases rate of fire of all air weapons by 30%.
|
35
|
Heavy Floater Interrogation
|
§80
|
320
|
110
|
0
|
0
|
140
|
4x Cyberdisc Wreck 4x UFO Flight Computer
|
Elerium Afterburners
|
Aerospace
|
Increases aircraft battle speed by 10.
|
45
|
Alien Propulsion
|
§200
|
60
|
0
|
130
|
0
|
140
|
26x UFO Power Source
|
Improved Avionics
|
Aerospace
|
Increases aircraft aim by 10.
|
40
|
Advanced Aerospace Concepts
|
§400
|
300
|
60
|
0
|
0
|
140
|
6x UFO Flight Computer
|
Phoenix Coilguns
|
Gauss Weapons
|
Upgrades phoenix cannon penetration to Tier 3 (from Tier 2).
|
15
|
Gauss Weapons
|
§40
|
80
|
230
|
0
|
0
|
70
|
12x UFO Power Source
|
Stealth Satellites
|
-
|
Decreases the success chance of unabetted hunts to 50% (from 100%).
|
65
|
Stealth Systems
|
§50
|
110
|
0
|
10
|
0
|
80
|
2x UFO Flight Computer
|
Supercapacitors
|
Laser Weapons
|
Increases laser cannon damage from 400 to 800. Unlocks Reaper Ammo.
|
50
|
Advanced Pulse Lasers
|
§200
|
70
|
40
|
40
|
30
|
50
|
8x UFO Power Source
|
UFO Countermeasures
|
Aerospace
|
Increases aircraft dodge chance by 10%.
|
50
|
Seeker Autopsy
|
§150
|
40
|
75
|
10
|
0
|
140
|
12x Seeker Wreck 12x UFO Flight Computer
|
UFO Scanners
|
-
|
Increase interception time by 10%. Adds UFO HP estimates to the interception screen.
|
10
|
-
|
§50
|
0
|
5
|
0
|
0
|
50
|
2x UFO Flight Computer
|
UFO Tracking
|
Aerospace
|
Increases interception time by 20%. Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft.
|
40
|
Alien Power Systems
|
§40
|
10
|
0
|
10
|
0
|
280
|
2x UFO Flight Computer
|
Repair Bay
Items can be damaged when a unit is wounded during a battle.
They require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.
Augment Soldiers
Augment up to 1 soldier at a time to become a MEC. For more information click here: MEC Augmentation