Difference between revisions of "Engineering (Apocalypse)"

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(clarification on "ideal" engineer skill)
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==Description==
+
Engineering with X-Com Apocalypse is the discipline of 'making stuff'.
The Workshop produces weapons and equipment for agents in the game, as well as equipment for ships. At the beginning of the game, you can only build a small Workshop that houses up to 5 Engineers. The Advanced Workshop becomes available once the 3 Alien Craft components have been researched, possible earlierst around week 3, this one can house up to 10 Engineers and allows the production of "Large"-requirement projects. Do not let Engineers idle without work, if no project is currently needed for yourself, let them manufacture anything to sell for profit on the market (i.e. Bio-Transport-Module, Disruptor Gun, Devastator Cannon, Boomeroids, etc.). The Engineers skill level ranges from a minimum of 60 to a maximum of 100 status points, the skill level cannot be improved over time.
 
  
 +
==Units==
 +
The total quantity of Engineers across all bases at any one time is fifty. If it is reduced for any reason, more Engineers will become available to be hired.
  
{{Ref Open | title =Workshop}}
+
==Facility==
X-COM Engineers require the best facilities for the construction of new technology. The latest atomic replicators are installed which can accurately recreate most substances and micro-structures in the known universe. The facility can be used to create small pieces of equipment such as personal weaponry and armor. The workshop can accommodate five Engineers and each Workshop can be assigned to produce a specific item.
+
The workshop is available as Small in the beginning, and when relevant research is completed, a Large facility will be an option. Placing small or large labs would be ideally spread across all bases to limit the possibilty of losing all manufacturing capability if one base were to be attacked.
{{Ref Close | source = X-COM Apocalypse Ufopedia}}
 
  
{{Ref Open | title =Advanced Workshop}}
+
A compact Workshop base which will wipe out all manufacturing capability if it were to be lost.
Larger pieces of technology require more space and power to construct. The Advanced Workshop is designed for large construction projects such as new vehicles. The facility can accommodate up to ten Engineers.
 
{{Ref Close | source = X-COM Apocalypse Ufopedia}}
 
  
 +
[[File:WorkshopApocalypse.png]]
  
 +
=Workshop Manufacturing=
 +
X-Com will need to build facilies to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market. Optimising production allows larger profits!
  
Engineers have a hard cap of 50 hireable units. Once the player has hired that many no new Engineers will appear for hire unless the number of hired Engineers falls below 50 again.
+
==Completion And Timing==
 +
Time to finish anything built is always completed on the hour. Small items with short build times should be optimised to best use the small workshop and five engineers, to complete a manufacturing run on the hour, however:
 +
* multiple small items built over a multiple day production run, more efficiently use workshop space and engineer skills instead of short stop-start projects.
 +
* massive projects, usually taking many days for just one item, may not profitable if those items can be recovered from a mission since higher-profit items should be X-Com's priority.
 +
* An idle workshop is not making money!
  
 +
==Overheads==
 +
or, ''Costs Of Upkeep''<br>
 +
Engineers receive a salary and maintenance of facilities (living and workshop) will reduce your profits by a certain amount, each and every week. Once a project's profit is calculated without interuption then matched with the size of the facility, profit totals will become more accurate:
 +
* Small Workshop costs = 250
 +
: living quarters is half filled, so maintenance can be halved as well.
 +
* Large Workshop costs = 500<br>
 +
Note: an idle workshop should make something even if it is barely profitable but flooding the market may turn it into a eventual loss.
  
<!-- Nope!
+
==Flooding The Market==
For best min/maxing it is recommended to juggle Engineers around for an average skill level of 450 for the small Workshops and 850-900 for the Advanced Workshops. As the random factor (time for research/manufacturing) of the previous 2 games has not been implemented in Apocalypse, you will always get the full skill level progress for each ingame hour passed, while the total skill level required for the project will also always stay the same. Therefore the highest "realistic" even skill number (450 / 850 / 900) per Workshop will allow for the fastest manufacturing of items/craft (as most projects have even total Skill Requirement numbers). The difference between 449 and 450 can already be 1 - 5 hours, depending on the project, while 450 to 490 will have none to only 1 hour difference.
+
Every item is (usually) profitable to manufacture, but your sell price is determined by market forces. If you sell so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.<br>
 
+
Items have differing amounts in the '''Market Capacity''' column which is a rough indicator of how many you can sell before you heavily influence the '''Sell Price''' towards its lowest value.<br>
The ratio is always different because: BuildTime / EngSkill = Hours Taken.
+
eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with a 'flood' every consecutive new week.<br>
...and since hardly anyone builds 1 item of the smaller projects, each partial BT/ES is added one to the next hour's progress (otherwise it is just wasted).
 
It cannot be claimed that ~450 or 850~900 skill is ideal, since it will only pro-long multi-hour projects due to wrap-around of the un-used ES each hour (since "Percentage Complete" is updated every new hour).
 
 
 
Conclusion: use the best skill you can, then build enough to calculate that it will complete just before the next hour.
 
eg:
 
something that takes 19.9976 hours = 20hrs to build, but
 
something that takes 20.0003 hours = 21hrs to build.
 
 
 
The rule seems to be: maximum engineer skill always!
 
 
 
-->
 
 
 
 
 
Example for the most ideal Manufacturing base:
 
 
 
[[File:WorkshopApocalypse.png]]
 
  
 +
==Profit Per Build Time==
 +
The only important thing!<br>
 +
The higher the decimal number, the better the profit. The best item may not be researched yet! Find another suitable item from your current manufacturing list.
  
Features 4 Advanced Workshops, 2 small Workshops, for a total of 50 Engineers. 6 Living Quarters to also house a few Soldiers (preferably Androids) for Base Defence, 2 regular or Advanced Security Stations (still semi-useful in Turn Based as decoy), 1 Storage (plenty) and 1 Medical Bay. Nigh impenetrable when raided, while outputting the fastest possible manufacturing.
+
'''Note:''' Everything is profitable (no negative decimals) as default until you start flooding!
  
 +
==Chart Definitions==
 +
* Manfacture: no know = no no
 +
* Build Cost: internal cost to build one item
 +
* Build Time: one unit
 +
* Build Time: one unit in hours (rounded up) to make it easier to understand.
 +
* Facility: small (250/week) or large (500/week) in maintenance costs.
 +
* Market Capacity: how much to sell before price starts to gets affected every week.
 +
* Sell Price: typical of the market.
 +
* Raw Profits: sell one-something to get this many credit-dollars, without paying your way or time.
 +
* Profit Per Build Time: portion of a credit-dollar you get for each tick of the build clock if using large workshop with 1000skill:
 +
: Using small workshop only: raw profit &divide; (build-time-in-hours x0.5) = Money/Hr (or halve the Build Time Per Profit).
 +
: Using large workshop only:  raw profit &divide; build-time-in-hours = Money/Hr
 +
{| class="wikitable sortable" border="1"
 +
! Manufacture Item !! Build Cost !! Build Time !! Build Time&sup1; !! Facility !! Market<br>Capacity !! Sell Price !! Raw Profit&sup2; !! Profit Per<br>Build Time&sup3; !!
 +
|-
 +
|style=white-space:nowrap|
 +
|-
 +
|[[Bio-Transport Moudle]] || 700 || 4000 || 8hrs || small || 4 || 950 || 250 || 0.0625
 +
|-
 +
|[[Boomeroid]] || 230 || 3000 || 6hrs || small || 15 || 840 || 610 || 0.2033&darr;
 +
|-
 +
|[[Vortex Mine]] || 250 || 5000 || 10hrs || small || 25 || 1130 || 880 || 0.176
 +
|-
 +
|[[Disruptor Gun]] || 600 || 7000 || 14hrs || small || 10 || 2100 || 1500 || 0.2143&darr;
 +
|-
 +
|[[Devastator Cannon]] || 1200 || 12000 || 24hrs || small || 20 || 4500 || 3300 || 0.275
 +
|-
 +
|[[Dimension Missile Launcher]] || 1200 || 5500 || 11hrs || small || 25 || 3100 || 1900 || 0.3455&darr;
 +
|-
 +
|[[Dimension Missile]] || 400 || 4000 || 8hrs || small || 30 || 1300 || 900 || 0.225
 +
|-
 +
|[[Personal Disruptor Shield]] || 2000 || 14000 || 28hrs || small || 30 || 5770 || 3770 || 0.2693&darr;
 +
|-
 +
|[[Personal Cloaking Field]] || 3000 || 18000 || 36hrs || small || 30 || 8300 || 5300 || 0.2944&darr;
 +
|-
 +
|[[Personal Teleporter]] || 6000 || 25000 || 50hrs || small || 40 || 18200 || 12200 || 0.488
 +
|-
 +
|[[Toxigun]] || 1200 || 3000 || 6hrs ||small || 8 || 2780 || 1580 ||0.5267&darr;
 +
|-
 +
|[[Toxigun A]] || 200 || 800 || 2hrs&uarr; ||small || 16 || 500 || 300 || 0.375
 +
|-
 +
|[[Toxigun B]] || 300 || 900 || 2hrs&uarr; ||small || 16 || 700 || 400 || 0.4444&darr;
 +
|-
 +
|[[Toxigun C]] || 400 || 1000 || 2hrs ||small || 16 || 900 || 500 || 0.5
 +
|-
 +
|[[AAG Heavy]] || 280 || 1200 || 3hrs&uarr; ||small || 15 || 700 || 420 || 0.35
 +
|-
 +
|[[AAG Mini]] || 360 || 1600 || 4hrs&uarr; ||small || 30 || 900 || 540 || 0.3375
 +
|-
 +
|[[AAG Grenade]] || 250 || 1000 || 2hrs || small || 15 || 600 || 350 || 0.35
 +
|-
 +
|[[Disruptor Armor - Head]] || 1500 || 3800 || 8hrs&uarr; || small || 20 || 3480 || 1980 || 0.5211&darr;
 +
|-
 +
|[[Disruptor Armor - Chest]] || 1500 || 3800 || 8hrs&uarr; || small || 20 || 3480 || 1980 || 0.5211&darr;
 +
|-
 +
|[[Disruptor Armor - Arms]] || 1200 || 3400 || 7hrs&uarr; || small || 20 || 2830 || 1630 || 0.4794&darr;
 +
|-
 +
|[[Disruptor Armor - Leg]] || 1200 || 3400 || 7hrs&uarr; || small || 20 || 2830 || 1630 || 0.4794&darr;
 +
|-
 +
|[[Inversion Launcher]] || 3000 || 8000 || 8hrs || large || 8 || 7000 || 4000 || 0.5
 +
|-
 +
|[[Inversion Missile]] || 1500 || 4000 || 4hrs || large || 25 || 3500 || 2000 || 0.5
 +
|-
 +
|[[Stasis Launcher]] || 2000 || 6000 || 6hrs || large || 10 || 4760 || 2760 || 0.46
 +
|-
 +
|[[Stasis Missile]] || 1200 || 2000 || 2hrs || large || 20 || 2650 || 1450 || 0.725
 +
|-
 +
|[[Multibomb Launcher]] || 4000 || 10000 || 10hrs || large || 14 || 9260 || 5260 || 0.526
 +
|-
 +
|[[Multibomb Missile]] || 1800 || 5000 || 5hrs || large || 30 || 4230 || 2430 || 0.486
 +
|-
 +
|[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] || 2000 || 12000 || 12hrs || large || 5 || 5600 || 3600 || 0.3
 +
|-
 +
|[[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] || 4000 || 20000 || 20hrs || large || 10 || 10500 || 6500 || 0.325
 +
|-
 +
|[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] || 8000 || 35000 || 35hrs || large || 15 || 20500 || 12500 || 0.3571&darr;
 +
|-
 +
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]] || 5000 || 20000 || 20hrs || large || 10 || 12500 || 7500 || 0.375
 +
|-
 +
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]] || 8000 || 30000 || 30hrs || large || 15 || 19800 || 11800 || 0.3933&darr;
 +
|-
 +
|[[Cloaking Field (Apocalypse)|Cloaking Field]] || 6000 || 35000 || 35hrs || large || 17 || 16450 || 10450 || 0.2986&darr;
 +
|-
 +
|[[Teleporter (Apocalypse)|Teleporter]] || 11000 || 45000 || 45hrs || large || 20 || 27700 || 16700 || 0.3711&darr;
 +
|-
 +
|[[Advanced Control System (Apocalypse)|Advanced Control System]] || 4000 || 15000 || 30hrs  || small || 6 || 8000 || 4000 || 0.2667&darr;
 +
|-
 +
|[[Dimension Probe]] || 6000 || 25000 || 25hrs || large || 2 || 10000 || 4000 || 0.16
 +
|-
 +
|[[Bio-Trans]] || 12000 || 35000 || 35hrs || large || 2 || 34000 || 22000 || 0.6286&darr;
 +
|-
 +
|[[Explorer]] || 22000 || 55000 || 55hrs || large || 2 || 44000 || 22000 || 0.4
 +
|-
 +
|[[Retaliator]] || 35000 || 75000 || 75hrs || large || 2 || 70000 || 35000 || 0.4667&darr;
 +
|-
 +
|[[Annihilator]] || 50000 || 100000 || 100hrs || large || 2 || 100000 || 50000 || 0.5
 +
|}
  
This setup also allows for easy use of the alien craft Missile based weapons, as it will allow the player to quickly enough produce ammunition to have several Missiles spare even on heavy use.
+
&sup1; when using all engineers with 100 skill. (Small=500, Large=1000)<br>
 +
&sup2; not regarding time, salary, maintenance.<br>
 +
&sup3; all based on using large workshop and 1000skill. <br>
 +
&darr; shortened to four decimal places.<br>
 +
&uarr; to next full hour, recalculate with quantity without rounding up to get accurate time if building multiple.<br>
  
==Items Player can Produce==
 
  
  
==External Links==
 
* [# test] (dead link)
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
 
[[Category: Research (Apocalypse)]]
 
[[Category: Research (Apocalypse)]]

Revision as of 16:43, 26 June 2022

Engineering with X-Com Apocalypse is the discipline of 'making stuff'.

Units

The total quantity of Engineers across all bases at any one time is fifty. If it is reduced for any reason, more Engineers will become available to be hired.

Facility

The workshop is available as Small in the beginning, and when relevant research is completed, a Large facility will be an option. Placing small or large labs would be ideally spread across all bases to limit the possibilty of losing all manufacturing capability if one base were to be attacked.

A compact Workshop base which will wipe out all manufacturing capability if it were to be lost.

WorkshopApocalypse.png

Workshop Manufacturing

X-Com will need to build facilies to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market. Optimising production allows larger profits!

Completion And Timing

Time to finish anything built is always completed on the hour. Small items with short build times should be optimised to best use the small workshop and five engineers, to complete a manufacturing run on the hour, however:

  • multiple small items built over a multiple day production run, more efficiently use workshop space and engineer skills instead of short stop-start projects.
  • massive projects, usually taking many days for just one item, may not profitable if those items can be recovered from a mission since higher-profit items should be X-Com's priority.
  • An idle workshop is not making money!

Overheads

or, Costs Of Upkeep
Engineers receive a salary and maintenance of facilities (living and workshop) will reduce your profits by a certain amount, each and every week. Once a project's profit is calculated without interuption then matched with the size of the facility, profit totals will become more accurate:

  • Small Workshop costs = 250
living quarters is half filled, so maintenance can be halved as well.
  • Large Workshop costs = 500

Note: an idle workshop should make something even if it is barely profitable but flooding the market may turn it into a eventual loss.

Flooding The Market

Every item is (usually) profitable to manufacture, but your sell price is determined by market forces. If you sell so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.
Items have differing amounts in the Market Capacity column which is a rough indicator of how many you can sell before you heavily influence the Sell Price towards its lowest value.
eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as 'flooding' and will drive the sell price down, faster with a 'flood' every consecutive new week.

Profit Per Build Time

The only important thing!
The higher the decimal number, the better the profit. The best item may not be researched yet! Find another suitable item from your current manufacturing list.

Note: Everything is profitable (no negative decimals) as default until you start flooding!

Chart Definitions

  • Manfacture: no know = no no
  • Build Cost: internal cost to build one item
  • Build Time: one unit
  • Build Time: one unit in hours (rounded up) to make it easier to understand.
  • Facility: small (250/week) or large (500/week) in maintenance costs.
  • Market Capacity: how much to sell before price starts to gets affected every week.
  • Sell Price: typical of the market.
  • Raw Profits: sell one-something to get this many credit-dollars, without paying your way or time.
  • Profit Per Build Time: portion of a credit-dollar you get for each tick of the build clock if using large workshop with 1000skill:
Using small workshop only: raw profit ÷ (build-time-in-hours x0.5) = Money/Hr (or halve the Build Time Per Profit).
Using large workshop only: raw profit ÷ build-time-in-hours = Money/Hr
Manufacture Item Build Cost Build Time Build Time¹ Facility Market
Capacity
Sell Price Raw Profit² Profit Per
Build Time³
Bio-Transport Moudle 700 4000 8hrs small 4 950 250 0.0625
Boomeroid 230 3000 6hrs small 15 840 610 0.2033↓
Vortex Mine 250 5000 10hrs small 25 1130 880 0.176
Disruptor Gun 600 7000 14hrs small 10 2100 1500 0.2143↓
Devastator Cannon 1200 12000 24hrs small 20 4500 3300 0.275
Dimension Missile Launcher 1200 5500 11hrs small 25 3100 1900 0.3455↓
Dimension Missile 400 4000 8hrs small 30 1300 900 0.225
Personal Disruptor Shield 2000 14000 28hrs small 30 5770 3770 0.2693↓
Personal Cloaking Field 3000 18000 36hrs small 30 8300 5300 0.2944↓
Personal Teleporter 6000 25000 50hrs small 40 18200 12200 0.488
Toxigun 1200 3000 6hrs small 8 2780 1580 0.5267↓
Toxigun A 200 800 2hrs↑ small 16 500 300 0.375
Toxigun B 300 900 2hrs↑ small 16 700 400 0.4444↓
Toxigun C 400 1000 2hrs small 16 900 500 0.5
AAG Heavy 280 1200 3hrs↑ small 15 700 420 0.35
AAG Mini 360 1600 4hrs↑ small 30 900 540 0.3375
AAG Grenade 250 1000 2hrs small 15 600 350 0.35
Disruptor Armor - Head 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓
Disruptor Armor - Chest 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓
Disruptor Armor - Arms 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓
Disruptor Armor - Leg 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓
Inversion Launcher 3000 8000 8hrs large 8 7000 4000 0.5
Inversion Missile 1500 4000 4hrs large 25 3500 2000 0.5
Stasis Launcher 2000 6000 6hrs large 10 4760 2760 0.46
Stasis Missile 1200 2000 2hrs large 20 2650 1450 0.725
Multibomb Launcher 4000 10000 10hrs large 14 9260 5260 0.526
Multibomb Missile 1800 5000 5hrs large 30 4230 2430 0.486
Light Disruptor Beam 2000 12000 12hrs large 5 5600 3600 0.3
Medium Disruptor Beam 4000 20000 20hrs large 10 10500 6500 0.325
Heavy Disruptor Beam 8000 35000 35hrs large 15 20500 12500 0.3571↓
Small Disruption Shield 5000 20000 20hrs large 10 12500 7500 0.375
Large Disruption Shield 8000 30000 30hrs large 15 19800 11800 0.3933↓
Cloaking Field 6000 35000 35hrs large 17 16450 10450 0.2986↓
Teleporter 11000 45000 45hrs large 20 27700 16700 0.3711↓
Advanced Control System 4000 15000 30hrs small 6 8000 4000 0.2667↓
Dimension Probe 6000 25000 25hrs large 2 10000 4000 0.16
Bio-Trans 12000 35000 35hrs large 2 34000 22000 0.6286↓
Explorer 22000 55000 55hrs large 2 44000 22000 0.4
Retaliator 35000 75000 75hrs large 2 70000 35000 0.4667↓
Annihilator 50000 100000 100hrs large 2 100000 50000 0.5

¹ when using all engineers with 100 skill. (Small=500, Large=1000)
² not regarding time, salary, maintenance.
³ all based on using large workshop and 1000skill.
↓ shortened to four decimal places.
↑ to next full hour, recalculate with quantity without rounding up to get accurate time if building multiple.