기술실 (롱 워 리밸런스)

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Pistol

The contents of this article are outdated, missing key info, confusing or constructed in a discussion format. Possibly due to EXALT sabotage. Please help fight the alien menace by updating or correcting the information on this page.


The Engineering Bay houses the engineering team, headed by Dr. Shen.

Options:

  • 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.
Wiki-facbox engineering.png
Effect Manufacture/repair items, build facilities, augment soldiers
Adjacency Bonus None
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§0 | 0 | 0 | 0 | 0
Quick
§0 | 0 | 0 | 0 | 0
Maintenance §0
Power 0

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.


Foundry.jpg
Effect Development of new combat items and improvements to current items
Adjacency Bonus Workshop
(+5% discount/refund)
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 10 | 9
Maintenance §25
Power 6


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.

Foundry Projects

SHIV-Specific Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
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

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
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

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
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
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
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
Quenchguns Gauss Weapons
Weapons
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

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
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

Pistol Upgrades

These upgrades apply to all pistols and machine pistols.

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Mag Pistols Weapons Grants +8% critical hit chance to all pistols. 10 Alien Weaponry §35 0 5 0 0 7 -
Rail Pistols Gauss Weapons
Weapons
Grants +8% aim to all pistols. 20 Gauss Weapons §90 10 35 0 0 10 -
Reflex Pistols Plasma Weapons
Weapons
Grants +1 base damage to all pistols. 35 Compact Plasma Weapons §145 30 60 30 0 14 1x Alien Pistol

Material Recovery

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
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

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
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 -

Aerospace Improvements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Aerospace
Laser Weapons
Allows production of one-time 'boosters' for interception. 10 Alien Materials §50 0 10 0 10 7 -
Armored Fighters Aerospace
Armor
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 5. 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 13. 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 6, and increases rate of fire 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 Wrecks,
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
Wingtip Sparrowhawks Aerospace
Gauss Weapons
Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons. 50 Advanced Aerospace Concepts §400 80 40 20 40 21 -
Fac cyberneticslab.png
Effect MEC Troopers and Item repair
Adjacency Bonus Workshop (+5% discount/refund)
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§50 | - | - | - | 10
Quick
§75 | - | - | 10 | 5
Maintenance §10
Power 4


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.

Item repair

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.

HQ Long War.jpg
Effect 10% discount on items and 10% refund on materials
Adjacency Bonus Workshop (+5% discount/refund)
Prerequisites None
Other 10 engineers per Workshop
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 21
Quick
§300 | 0 | 0 | 10 | 11
Maintenance §30
Power 4


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%.

Rebate Equation

0.5 + 0.5 * 0.8 ^ (a + 0.5b) = percent of price you need to pay

Where:
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.

Workshop graph.png
Workshops %
0.5 5.28
1 10.00
1.5 14.22
2 18.00
2.5 21.38
3 24.40
3.5 27.10
4 29.52
4.5 31.68
5 33.62
5.5 35.35
6 36.89
6.5 38.28
7 39.52
7.5 40.62
8 41.61
8.5 42.48
9 43.29
9.5 44.00
10 44.63
10.5 45.20
11 45.71
11.5 46.16
12 46.57
12.5 46.53
13 47.25
13.5 47.54
14 47.80
14.5 48.03
15 48.24
15.5 48.43
16 48.59
16.5 48.74
17 48.88
17.5 49.00
18 49.10

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop