Difference between revisions of "Biochemistry"

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==Description==
 
 
 
Biochemistry is the study of all biological and chemical aspects regarding the Apocalypse: the [[Alien Life Forms (Apocalypse)|aliens]], their [[Brainsucker Launcher|organic]] [[Entropy Launcher|equipment]], and their [[Alien Dimension (Apocalypse)|environment]].
 
Biochemistry is the study of all biological and chemical aspects regarding the Apocalypse: the [[Alien Life Forms (Apocalypse)|aliens]], their [[Brainsucker Launcher|organic]] [[Entropy Launcher|equipment]], and their [[Alien Dimension (Apocalypse)|environment]].
  
The end goal of most Biochemistry research is the [[Toxigun]], although the lategame topics that allow you to progress through the Alien Dimension also fall under this heading.
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=Biochemistry=
 
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Alien lifeforms are strange organisms which only some share a passing resemblance to the humanoid shape. Fighting these otherworldly ''things'' shows that they are suspectible to various weaponry ...but what are they, what is their purpose, their 'alive' weaponry is odd and what do they want with Mega-Primus?
While the Toxigun is the most powerful weapon in the game, and as such Biochemistry is generally worth doing, there isn't all that much of it to do as most projects are quite fast. After the first few weeks, your research will be limited by the progression of alien types rather than X-Com's research power; as such, multiple labs are unnecessary (a single standard lab will suffice until the [[Advanced Biochemistry Lab (Apocalypse)|advanced lab]] is built, and can then be dismantled as superfluous). If you don't want the Toxigun, you don't even need the advanced lab.
 
  
==Projects==
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==Biochemistry Laboratory==
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Various scientific topics will become available once the strange object or lifeform is successfully recovered from combat. Using the knowledge acquired will allow using their own tools against them, knowing which alien is vunerable to certain type of damage, what are their weaknesses and finally, to invent new X-Com weaponry to exploit this new information.
  
Note that aliens must each be researched twice, once each for their living and dead states. If a requirement or future path is written in ''italics'', only one of the requirements must be met to unlock the later tech.
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==Topics And Projects==
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* Aliens types must be researched twice: alive and dead (in any order).
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* If a prerequisite is in ''italics'', only one in the list, Direct Prerequisites, will unlock further study.
 
{| class="wikitable sortable" border="1"
 
{| class="wikitable sortable" border="1"
! Topic !! Research Time !! Required Bio-lab !! Type !! Direct Prerequisites !! Research Directly Requiring  
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! Topic !! Research Time !! Laboratory !! Type !! Direct Prerequisites !! Research Directly Requiring  
 
|-
 
|-
 
|[[Anthropod (Apocalypse)|Anthropod]] || 8,000/12,000 || Standard || Autopsy/Creature || Recovered Corpse/Creature || ''Advanced Biochemistry Lab'', The Real Alien Threat
 
|[[Anthropod (Apocalypse)|Anthropod]] || 8,000/12,000 || Standard || Autopsy/Creature || Recovered Corpse/Creature || ''Advanced Biochemistry Lab'', The Real Alien Threat
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|}
 
|}
  
==Suggested Research Path==
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==Suggested Sequence==
Biochemistry research is extremely important in the early part of the game. After your Bio-Transport Module is researched and manufactured, you should be bringing bunches of live aliens back from missions. (You <i>are</i> using lots of [[Megapol Stun Grenade |Stun Grenades]], right?) Your immediate goal is [[Toxigun |Toxiguns]] and Toxin-B, which can kill most aliens in two or three shots, have a high rate of fire, and ignore shields. Your ultimate goal is Toxin-C.
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Biochemistry research is extremely important if wanting the knowledge to construct Toxiguns.
 
 
Your research should ideally follow roughly this order:
 
 
 
* Multiworm (or Autopsy)
 
* Advanced Biochemistry Lab. Begin construction (ideally at your second base) as soon as research completes.
 
* Multiworm Autopsy (or Live)
 
* Hyperworm
 
* Hyperworm Autopsy
 
* Chrysalis
 
* Chrysalis Autopsy
 
 
 
By the time your Advanced Lab is complete, your biochemists should be finished with the above projects, unless they are horrible. After the above are complete, research the following in order:
 
  
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* Multiworm (or Autopsy).
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* Advanced Biochemistry Lab.
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* Multiworm Autopsy (or Live).
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* Hyperworm.
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* Hyperworm Autopsy.
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* Chrysalis.
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* Chrysalis Autopsy.
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...once the advanced laboratory is complete:
 
* The Alien Genetic Structure
 
* The Alien Genetic Structure
* Biological Warfare (Upon completion, begin building Toxiguns, but NOT Toxin A clips)
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* Biological Warfare (build Toxiguns, ignore Toxin A)
 
* The Alien Life Cycle
 
* The Alien Life Cycle
 
* Toxin B
 
* Toxin B
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further research of a certain powerful alien enables Toxin C, but comes too late in the game to be useful.ng the clips.
  
From here, you ideally capture and research an example of every alien in the game alive and dead. They can be researched in any order, at which point you may research The Real Alien Threat, prerequisite to Toxin C - which makes Toxiguns the best general-purpose weapon in the game if you have the resources to keep up with producing the clips.
 
  
 
==See Also==
 
==See Also==
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* [[Toxigun]]
 
* [[Toxigun]]
 
* [[The Real Alien Threat (Apocalypse)|The Real Alien Threat]]
 
* [[The Real Alien Threat (Apocalypse)|The Real Alien Threat]]
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[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Research (Apocalypse)]]
 
 
 
[[Category: Bases (Apocalypse)]]
 

Revision as of 19:37, 29 August 2023

Biochemistry is the study of all biological and chemical aspects regarding the Apocalypse: the aliens, their organic equipment, and their environment.

Biochemistry

Alien lifeforms are strange organisms which only some share a passing resemblance to the humanoid shape. Fighting these otherworldly things shows that they are suspectible to various weaponry ...but what are they, what is their purpose, their 'alive' weaponry is odd and what do they want with Mega-Primus?

Biochemistry Laboratory

Various scientific topics will become available once the strange object or lifeform is successfully recovered from combat. Using the knowledge acquired will allow using their own tools against them, knowing which alien is vunerable to certain type of damage, what are their weaknesses and finally, to invent new X-Com weaponry to exploit this new information.

Topics And Projects

  • Aliens types must be researched twice: alive and dead (in any order).
  • If a prerequisite is in italics, only one in the list, Direct Prerequisites, will unlock further study.
Topic Research Time Laboratory Type Direct Prerequisites Research Directly Requiring
Anthropod 8,000/12,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Real Alien Threat
Brainsucker 7,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Real Alien Threat
Multiworm 9,000/15,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Alien Genetic Structure (autopsy only), The Alien Life Cycle
Multiworm Egg 8,000/12,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Alien Genetic Structure (autopsy only), The Real Alien Threat
Hyperworm 6,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Alien Genetic Structure (autopsy only), The Alien Life Cycle
Chrysalis 8,000/12,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Alien Life Cycle
Skeletoid 10,000/15,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Real Alien Threat
Micronoid Aggregate 20,000/26,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Real Alien Threat
Popper 6,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Real Alien Threat
Spitter 6,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab, The Real Alien Threat
Megaspawn 12,000/20,000 Advanced Autopsy/Creature Recovered Corpse/Creature The Real Alien Threat
Psimorph 12,000/20,000 Advanced Autopsy/Creature Recovered Corpse/Creature The Real Alien Threat
Queenspawn 15,000/25,000 Advanced Autopsy/Creature Recovered Corpse/Creature Alien Gas
Overspawn 20,000 Advanced Autopsy Overspawn Drop None
The Alien Genetic Structure 25,000 Standard Concept Multiworm Egg Autopsy, Multiworm Autopsy or Hyperworm Autopsy Biological Warfare, The Alien Life Cycle
The Alien Life Cycle 30,000 Standard Concept The Alien Genetic Structure, Multiworm, Multiworm Autopsy, Hyperworm, Hyperworm Autopsy, Chrysalis, Chrysalis Autopsy Toxin Type B, The Real Alien Threat
The Real Alien Threat 35,000 Standard Concept The Alien Life Cycle, Multiworm Egg, Multiworm Egg Autopsy, Anthropod, Anthropod Autopsy, Brainsucker, Brainsucker Autopsy, Spitter, Spitter Autopsy, Popper, Popper Autopsy, Skeletoid, Skeletoid Autopsy, Micronoid, Micronoid Autopsy, Megaspawn, Megaspawn Autopsy, Psimorph, Psimorph Autopsy Toxin Type C
Biological Warfare 26,000 Advanced Agent Equipment The Alien Genetic Structure Toxin Type B
Toxin Type B 15,000 Advanced Agent Equipment The Alien Life Cycle; Biological Warfare Toxin Type C
Toxin Type C 15,000 Advanced Agent Equipment The Real Alien Threat; Toxin Type B Alien Gas
Alien Gas 28,000 Advanced Agent Equipment Queenspawn; Queenspawn Autopsy; Toxin Type C None
Brainsucker Launcher 9,000 Standard Agent Equipment Recovered Equipment None
Brainsucker Pod 6,000 Standard Agent Equipment Recovered Equipment None
Entropy Launcher 9,000 Standard Agent Equipment Recovered Equipment None
Entropy Pod 7,000 Standard Agent Equipment Recovered Equipment None
Alien Building 1 30,000 Standard Mission Type The Alien Dimension None
Alien Building 2 32,000 Standard Mission Type Completed Sleeping Chamber Mission None
Alien Building 3 34,000 Standard Mission Type Completed Food Chamber Mission None
Alien Building 4 36,000 Standard Mission Type Completed Alien Farm Mission None
Alien Building 5 38,000 Standard Mission Type Completed Maintenance Factory Mission None
Alien Building 6 40,000 Standard Mission Type Completed Incubator Chamber Mission None
Alien Building 7 42,000 Standard Mission Type Completed Control Chamber Mission None
Alien Building 8 44,000 Standard Mission Type Completed Spawning Chamber Mission None
Alien Building 9 46,000 Standard Mission Type Completed Organic Factory Mission None
Alien Building 10 48,000 Standard Mission Type Completed Megapod Chamber Mission None
Bio-Transport Module 9,000 Standard Vehicle Equipment None None
Advanced Biochemistry Lab 16,000 Standard Base Facility Any live Alien or any autopsy None

Suggested Sequence

Biochemistry research is extremely important if wanting the knowledge to construct Toxiguns.

  • Multiworm (or Autopsy).
  • Advanced Biochemistry Lab.
  • Multiworm Autopsy (or Live).
  • Hyperworm.
  • Hyperworm Autopsy.
  • Chrysalis.
  • Chrysalis Autopsy.

...once the advanced laboratory is complete:

  • The Alien Genetic Structure
  • Biological Warfare (build Toxiguns, ignore Toxin A)
  • The Alien Life Cycle
  • Toxin B

further research of a certain powerful alien enables Toxin C, but comes too late in the game to be useful.ng the clips.


See Also