Back to Main Page
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 Speed
Each engineer increases the speed of item production through a complex formula:
Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build time by a smaller and smaller amount.
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.
Rushing
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld. Excavations cannot be rushed, and take 8 days to complete.
The Foundry
SHIV-Specific Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
SHIV Advancements
|
Weapons
|
Grants SHIVs Repair Servos [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and Suppression [Fire a barrage that pins down a target]. Also unlocks the Targeting Motor which grants +15 aim, +1 pen, and Mayhem [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].
|
15
|
Alien Weaponry
|
§40
|
0
|
60
|
0
|
50
|
7
|
12x Drone Wrecks
|
SHIV Advancements II
|
-
|
Grants SHIVs Damage Control [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)] and Shredder [Primary weapons Shred (Damage received is increased by x% where x is 20 + 3 times shred damage taken) any target they damage for the remainder of the mission]. With an investment of resources, we will be able to adapt some alien technology into a defensive module for the SHIV. We've been able to add an activated damage resistance module and use its spare AI cycles to improve the SHIV's situational close range firing heuristics.
|
30
|
Cyberdisc Autopsy
|
§150
|
65
|
120
|
10
|
80
|
21
|
4x Drone Wreck, 4x Cyberdisc Wreck
|
General Mechanical Unit Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Advanced Repair
|
Cybernetics
|
Reduces aircraft, MEC, SHIV, and item repair times by 35%.
|
45
|
Heavy Floater Autopsy
|
§300
|
190
|
0
|
0
|
40
|
21
|
12x Heavy Floater Corpse
|
Advanced Servomotors
|
Cybernetics
|
All SHIVs gain Sprinter perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs.
|
20
|
Mechtoid Autopsy
|
§10
|
320
|
120
|
0
|
0
|
10
|
12x Mechtoid Core
|
Jellied Elerium
|
Cybernetics
|
Increases the damage of grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the Incinerator Module [Grants +5 damage and +1 ammo to the flamethrower].
|
45
|
Elerium
|
§100
|
0
|
140
|
90
|
20
|
10
|
20x Chryssalid Carcass
|
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
|
20
|
0
|
0
|
3
|
4x Seeker 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
|
10
|
4x Mechtoid Core
|
Shaped Armor
|
Armor
|
Increases HP of mechanized units (SHIV, MEC) by 3.
|
35
|
Floater Autopsy
|
§200
|
150
|
0
|
20
|
40
|
21
|
28x Floater Corpse
|
General Weapon Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Alien Grenades
|
-
|
Allows the use of Alien Grenades and grants AP and HE grenades additional damage equal to 50% of their weapon damage.
|
30
|
Muton Autopsy
|
§300
|
20
|
150
|
30
|
30
|
14
|
-
|
Ammo Conservation
|
Weapons
|
Increases the ammo capacity of carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.
|
60
|
Muton Autopsy
|
§150
|
320
|
450
|
0
|
20
|
14
|
32x Muton Corpse
|
Beam Strengthening
|
Weapons
|
Grants +1 to critical hit damage with all primary laser and pulse weapons.
|
45
|
Experimental Warfare
|
§350
|
90
|
360
|
60
|
15
|
14
|
12x UFO Power Source
|
Condensed Plasma
|
Plasma Weapons Weapons
|
Increases the damage of grenades and rockets by 1. Unlocks Plasma Grenades, which deal heavy damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2.
|
90
|
Light Plasma Weapons
|
§200
|
120
|
500
|
50
|
0
|
55
|
20x Muton Elite Corpse
|
Enhanced Ballistics
|
Weapons
|
Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1.
|
10
|
Alien Materials
|
§20
|
10
|
30
|
0
|
0
|
7
|
-
|
Enhanced Lasers
|
Laser Weapons Weapons
|
Unlocks the Enhanced Beam Optics item which increases beam/pulse Laser weapons damage by 1.
|
10
|
Beam Lasers
|
§20
|
0
|
90
|
10
|
0
|
7
|
-
|
Quenchguns
|
Gauss Weapons Weapons
|
Grants +1 penetration to shots against mechanical units 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
|
130
|
260
|
20
|
10
|
14
|
18x Muton Corpse
|
General Equipment Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Advanced Flight
|
Aerospace
|
Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).
|
50
|
Antigrav Systems
|
§500
|
80
|
0
|
40
|
0
|
14
|
8x Drone Wreck, 8x Heavy Floater Corpse, 8x Cyberdisc Wreck
|
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
|
35
|
90
|
10
|
0
|
14
|
32x Drone Wreck
|
Improved Medikit
|
Cybernetics
|
Increases Medikit healing to 4 HP per charge.
|
12
|
Thin Man Autopsy
|
§200
|
0
|
0
|
0
|
50
|
7
|
40x Thin Man Corpse
|
New Combat Systems
|
-
|
Unlocks an array of new gear options in combination with other technologies and projects.
|
30
|
Experimental Warfare
|
§200
|
30
|
120
|
20
|
0
|
14
|
8x Thin Man Corpse
|
Psi Warfare Systems
|
Psionics
|
Unlocks an assortment of psionic special equipment.
|
50
|
Xenopsionics
|
§200
|
0
|
30
|
60
|
40
|
14
|
12x Sectoid Corpse
|
Tactical Rigging
|
Armor
|
Grants one extra equipment slot to soldiers.
|
20
|
Sectoid Interrogation
|
§50
|
10
|
120
|
80
|
30
|
21
|
20x Sectoid Corpse
|
Pistol Upgrades
These upgrades apply to all pistols and machine pistols.
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
High-Capacity Pistols
|
Weapons
|
Grants 1 additional ammo to all pistols.
|
10
|
Alien Weaponry
|
§100
|
25
|
210
|
0
|
0
|
7
|
-
|
Rail Pistols
|
Gauss Weapons Weapons
|
Grants 10 aim to all pistols.
|
20
|
Gauss Weapons
|
§150
|
10
|
80
|
0
|
0
|
10
|
12x Seeker Wreck
|
Reflex Pistols
|
Plasma Weapons Weapons
|
Grants 1 base damage to all pistols.
|
35
|
Compact Plasma Weapons
|
§250
|
30
|
90
|
30
|
0
|
14
|
12x Heavy Floater Corpse
|
Material Recovery
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Improved Salvage
|
-
|
Increases weapon fragment recovery from missions and destroyed UFOs by 15%.
|
20
|
Alien Materials
|
§1000
|
0
|
30
|
0
|
50
|
14
|
20x Thin Man Corpse
|
Alien Metallurgy
|
-
|
Increases alien alloy recovery from missions and destroyed UFOs by 15%.
|
30
|
Alien Materials
|
§1000
|
10
|
0
|
0
|
50
|
14
|
20x Drone Wreck
|
Alien Nucleonics
|
-
|
Increases elerium recovery from missions and destroyed UFOs by 15%.
|
45
|
Alien Materials
|
§1000
|
0
|
0
|
10
|
50
|
14
|
48x Sectoid Corpse
|
Base Security Upgrades
Name |
Credit type |
Effects |
Prerequisites |
Cost
|
|
|
|
|
|
|
|
|
Other
|
Advanced Surgery
|
Cybernetics
|
Decreases soldier wound times by 15%.
|
45
|
Alien Biocybernetics
|
§600
|
0
|
0
|
0
|
0
|
21
|
8x Alien Stasis Tank, 8x Alien Surgery
|
XCOM Security: Armor
|
-
|
Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.
|
25
|
Improved Body Armor
|
§10
|
0
|
0
|
0
|
0
|
3
|
-
|
XCOM Security: Guns
|
-
|
Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.
|
25
|
Beam Lasers
|
§10
|
0
|
0
|
0
|
0
|
3
|
-
|
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
|
§350
|
0
|
300
|
0
|
10
|
7
|
16x Seeker Wreck
|
Armored Fighters
|
Aerospace Armor
|
Increases interceptor and firestorm HP by 15%.
|
30
|
Advanced Aerospace Concepts
|
§200
|
60
|
100
|
0
|
25
|
14
|
32x Floater Corpse
|
Elerium Afterburners
|
Aerospace
|
Increases aircraft battle speed by 10.
|
45
|
Alien Propulsion
|
§200
|
60
|
0
|
60
|
0
|
14
|
8x UFO Power Source
|
Improved Avionics
|
Aerospace
|
Increases aircraft aim by 10.
|
40
|
Advanced Aerospace Concepts
|
§400
|
160
|
120
|
0
|
0
|
14
|
12x UFO Flight Computer
|
Penetrator Weapons
|
Aerospace
|
Increases penetration of air weapons by 25%.
|
35
|
Advanced Aerospace Concepts
|
§80
|
490
|
220
|
0
|
0
|
14
|
8x Cyberdisc Wreck 8x UFO Flight Computer
|
Phoenix Coilguns
|
Gauss Weapons
|
Upgrades phoenix cannon penetration to 75% (from 50%) and crit to 7.5% (from 5%).
|
15
|
Gauss Weapons
|
§40
|
80
|
460
|
0
|
0
|
7
|
12x UFO Power Source
|
Stealth Satellites
|
-
|
Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
|
65
|
Stealth Systems
|
§50
|
110
|
0
|
10
|
0
|
8
|
4x UFO Flight Computer
|
Supercapacitors
|
Laser Weapons
|
Increases laser cannon damage from 400 to 600. Unlocks the Reaper Pack, and increases the Arc Rifle's bonus damage against mechanical units to +10 (from +6).
|
50
|
Advanced Pulse Lasers
|
§200
|
300
|
280
|
40
|
30
|
21
|
16x UFO Power Source
|
UFO Countermeasures
|
Aerospace
|
Increases aircraft dodge chance by 10%.
|
50
|
Seeker Autopsy
|
§150
|
40
|
150
|
10
|
0
|
14
|
8x Seeker Wreck 8x UFO Flight Computer
|
UFO Scanners
|
-
|
Increase interception time by 10% and add UFO HP estimates to the interception screen.
|
10
|
-
|
§50
|
0
|
10
|
0
|
0
|
5
|
4x UFO Flight Computer
|
UFO Tracking
|
Aerospace
|
Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.
|
40
|
Alien Power Systems
|
§300
|
60
|
0
|
10
|
0
|
28
|
4x UFO Flight Computer
|
Repair Bay
Items can be damaged when a unit is wounded during a battle.
They require 40% 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