Foundry (Long War)
|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.
|Sentinel Drone||-||Grants SHIVs the Repair Servos and Close Combat Specialist perk.||50||Cyberdisc Autopsy||§150||40||0||20||0||21||1x Drone Wreck, |
1x UFO Flight Computer
|SHIV Suppression||Weapons||Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat. Also unlocks Advanced Suppression Module.||15||Alien Weaponry||§40||0||5||0||0||7||-|
General Mechanical Unit Upgrades
|Advanced Repair||Cybernetics||Reduces interceptor, MEC, SHIV, and item repair time by about one-third.||45||Heavy Floater Autopsy||§500||100||0||0||80||21||4x Heavy Floater Corpse|
|Advanced Servomotors||Cybernetics||All SHIVs and MECs are granted the Sprinter perk upon completing the project. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs.||45||Mechtoid Autopsy||§300||60||0||40||70||14||8x Mechtoid Core|
|Field Repairs||-||Allows Arc Throwers to be used to repair SHIVS and MECs.||15||Drone Autopsy||§100||10||10||10||10||14||10x Drone Wreck|
|Jellied Elerium||Cybernetics||Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the Incinerator Module.||45||Elerium||§100||40||50||80||40||10||-|
|MEC Close Combat||Cybernetics||Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn.||50||Berserker Autopsy||§300||60||30||30||40||7||8x Berserker Corpse|
|MEC Warfare Systems||Cybernetics||Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items.||20||Alien Biocybernetics||§25||0||0||0||0||7||-|
|Mechanized Unit Defenses||Armor||Unlocks the Core Armoring and Alloy Carbide Plating items for MECs and SHIVs to increase their defensive capabilities.||30||Advanced Body Armor||§150||60||25||0||0||10||2x Cyberdisc Wreck|
|Shaped Armor||Armor||Increases health of mechanized units (SHIV, MEC) by 3.||35||Floater Autopsy||§300||80||0||40||40||21||25x Floater Corpse|
General Weapon Upgrades
|Alien Grenades||-||Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.
Bonuses also apply to the MEC Grenade Launcher.
|35||Muton Autopsy||§100||20||20||50||0||7||1x Alien Grenade (from live capture)|
|Ammo Conservation||Weapons||Increases the ammo capacity of weapons by 1 shot/burst.||60||Muton Autopsy||§500||80||100||0||50||14||20x Muton Corpses|
|Enhanced Ballistics||Weapons||Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1.||10||Alien Materials||§80||10||20||0||0||7||-|
|Enhanced Lasers||Laser Weapons
|Unlocks Enhanced Beam Optics, which increases beam/pulse Laser weapons damage by +1.||30||Advanced Beam Lasers||§150||40||15||0||0||14||-|
|Enhanced Plasma||Plasma Weapons
|All plasma-tier weapons receive +1 base damage. Also unlocks Plasma Stellerator, which increases plasma weapons damage by +1.||120||Precision Plasma Weapons||§500||100||100||100||0||21||1x Plasma Dragon|
|Doubles the DR reduction of gauss weapons to 0.67.||60||Advanced Gauss Weapons||§250||40||80||50||25||14||2x Alien Carbine|
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.
|Mag Pistols||Weapons||Grants +8% critical hit chance to all pistols.||10||Alien Weaponry||§35||0||5||0||0||7||-|
|Rail Pistols||Gauss Weapons
|Grants +8% aim to all pistols.||20||Gauss Weapons||§90||10||35||0||0||10||-|
|Reflex Pistols||Plasma Weapons
|Grants +1 base damage to all pistols.||35||Compact Plasma Weapons||§145||30||60||30||0||14||1x Alien Pistol|
|Improved Salvage||-||Increases weapon fragment recovery by 20%.||20||Alien Materials||§200||40||0||20||40||14||-|
|Alien Metallurgy||-||Increases alien alloy recovery by 20%.||20||Alien Materials||§300||30||0||10||100||14||-|
|Alien Nucleonics||-||Increases elerium recovery by 20%.||45||Alien Power Systems||§500||120||0||40||150||14||-|
Base Security Upgrades
|Advanced Surgery||Cybernetics||Decreases soldier wound times by 30%.||45||Alien Biocybernetics||§600||0||0||0||0||21||12x Alien Stasis Tank,|
12x Alien Surgery
|Base Security: Armor||-||Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission.||25||Improved Body Armor||§20||0||0||0||0||3||-|
|Base Security: Weapons||-||Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission.||25||Beam Lasers||§40||0||0||0||0||3||-|
|Allows production of one-time 'boosters' for interception.||10||Alien Materials||§50||0||10||0||10||7||-|
|Increases all interceptor HP by 1000.||30||Advanced Aerospace Concepts||§400||200||0||60||70||14||30x Floater Corpse|
|Elerium Afterburners||Aerospace||Increases interceptor combat time by 5 seconds.||45||Alien Propulsion||§200||30||0||30||0||14||2x UFO Power Source|
|Improved Avionics||Aerospace||Increases interceptor aim by 10.||40||Advanced Aerospace Concepts||§400||10||50||0||0||14||3x UFO Flight Computer|
|Penetrator Weapons||Aerospace||Increases armor penetration of air weapons by 25%.||35||Advanced Aerospace Concepts||§300||80||45||0||0||14||3x Cyberdisc Wreck|
3x UFO Flight Computer
|Phoenix Coilguns||Gauss Weapons||Increases the Phoenix Cannon's damage by 90 and armor penetration by 65%.||50||Gauss Weapons||§300||120||100||60||40||14||2x UFO Power Source|
|Stealth Satellites||-||Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).||115||Stealth Systems||§1200||200||0||200||0||28||10x UFO Flight Computer|
|Supercapacitors||Laser Weapons||Upgrades Laser Cannon damage by 10, armor penetration by 30%, and increases rate of fire from 1 to 0.75.||70||Advanced Pulse Lasers||§800||150||100||200||80||21||6x UFO Power Source|
|Super Skyranger||Aerospace||Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.||35||Advanced Aerospace Concepts||§200||60||0||0||0||14||-|
|UFO Countermeasures||Aerospace||Increases interceptor dodge chance by +15%.||50||Seeker Autopsy||§350||10||40||60||0||14||4x Seeker Wreck|
4x UFO Flight Computer
|UFO Scanners||-||Add UFO HP display to the interception screen for UFO classes that have their analyses complete.||40||Advanced Aerospace Concepts||§65||10||0||10||0||14||2x UFO Flight Computer|
|UFO Tracking||Aerospace||Increases the chance of interceptors detecting UFOs without Satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.||40||Alien Power Systems||§300||20||0||40||0||28||2x UFO Flight Computer|
|Grants interceptors secondary armor-piercing missiles (1/2 Stingray Missile damage) in addition to their primary weapons.||50||Advanced Aerospace Concepts||§400||80||40||20||40||21||-|