Engineering (Apocalypse)

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Revision as of 17:54, 29 June 2022 by EsTeR (talk | contribs) (quantity added)
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Engineering with X-Com Apocalypse is the discipline of 'making stuff'.

Engineering Workshop Facility

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

Units

Technical personel may be hired with an education level of average to gifted. The better the skill of a engineer, the faster the construction project will be completed.

  • minimum skill = 60
  • maximum skill = 100

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.

Manufacturing

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

These is nothing to built at the start!
X-Com will need to build more facilities 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

The 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. Completing a manufacturing run on the hour is best when:

  • Multiple small items built over a multiple day production run will more efficiently use workshop space and engineer skill instead of short stop-start projects.
  • Massive projects, usually taking many days for just a few items, may not profitable if those items can be recovered from a mission.
  • An idle workshop is wasting money! Get your money's worth!

Overheads

or, Costs Of Upkeep
Engineers receive a salary and maintenance of facilities (living and workshop) which will reduce your profits by a certain amount, each and every week. Once a project's profit is calculated without interuption (preferably over a whole week) it is then matched with the size of the facility being used, 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
  • An idle workshop is inefficient! Make something even if it is barely profitable!

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.

  • An idle workshop is not making money! Swap manufacturing projects every week to avoid flooding the market with a single item.

Chart Definitions

  • Manufacture: 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

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

Manufacture Item Build Cost Build Time Build Time¹ Facility Market
Capacity
Sell Price Raw Profit² Profit Per
Build Time³
Original
Order
Bio-Transport Module 700 4000 8hrs small 4 950 250 0.0625 01
Boomeroid 230 3000 6hrs small 15 840 610 0.2033↓ 02
Vortex Mine 250 5000 10hrs small 25 1130 880 0.176 03
Disruptor Gun 600 7000 14hrs small 10 2100 1500 0.2143↓ 04
Devastator Cannon 1200 12000 24hrs small 20 4500 3300 0.275 05
Dimension Missile Launcher 1200 5500 11hrs small 25 3100 1900 0.3455↓ 06
Dimension Missile 400 4000 8hrs small 30 1300 900 0.225 07
Personal Disruptor Shield 2000 14000 28hrs small 30 5770 3770 0.2693↓ 08
Personal Cloaking Field 3000 18000 36hrs small 30 8300 5300 0.2944↓ 09
Personal Teleporter 6000 25000 50hrs small 40 18200 12200 0.488 10
Toxigun 1200 3000 6hrs small 8 2780 1580 0.5267↓ 11
Toxigun Toxin A 200 800 2hrs↑ small 16 500 300 0.375 12
Toxigun Toxin B 300 900 2hrs↑ small 16 700 400 0.4444↓ 13
Toxigun Toxin C 400 1000 2hrs small 16 900 500 0.5 14
Anti-Alien Gas Heavy Missile 280 1200 3hrs↑ small 15 700 420 0.35 15
Anti-Alien Gas Mini Missile 360 1600 4hrs↑ small 30 900 540 0.3375 16
Anti-Alien Gas Grenade 250 1000 2hrs small 15 600 350 0.35 17
Disruptor Armor - Head 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓ 18
Disruptor Armor - Chest 1500 3800 8hrs↑ small 20 3480 1980 0.5211↓ 19
Disruptor Armor - Arms 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓ 20
Disruptor Armor - Leg 1200 3400 7hrs↑ small 20 2830 1630 0.4794↓ 21
Disruptor Bomb Launcher 3000 8000 8hrs large 8 7000 4000 0.5 22
Disruptor Inversion Bomb 1500 4000 4hrs large 25 3500 2000 0.5 23
Stasis Bomb Launcher 2000 6000 6hrs large 10 4760 2760 0.46 24
Stasis Field Bomb 1200 2000 2hrs large 20 2650 1450 0.725 25
Disruptor Multi-Bomb Launcher 4000 10000 10hrs large 14 9260 5260 0.526 26
Disruptor Multi-Bomb 1800 5000 5hrs large 30 4230 2430 0.486 27
Light Disruptor Beam 2000 12000 12hrs large 5 5600 3600 0.3 28
Medium Disruptor Beam 4000 20000 20hrs large 10 10500 6500 0.325 29
Heavy Disruptor Beam 8000 35000 35hrs large 15 20500 12500 0.3571↓ 30
Small Disruption Shield 5000 20000 20hrs large 10 12500 7500 0.375 31
Large Disruption Shield 8000 30000 30hrs large 15 19800 11800 0.3933↓ 32
Cloaking Field 6000 35000 35hrs large 17 16450 10450 0.2986↓ 33
Teleporter 11000 45000 45hrs large 20 27700 16700 0.3711↓ 34
Advanced Control System 4000 15000 30hrs small 6 8000 4000 0.2667↓ 35
Dimension Probe 6000 25000 25hrs large 2 10000 4000 0.16 36
Bio-Trans 12000 35000 35hrs large 2 34000 22000 0.6286↓ 37
Explorer 22000 55000 55hrs large 2 44000 22000 0.4 38
Retaliator 35000 75000 75hrs large 2 70000 35000 0.4667↓ 39
Annihilator 50000 100000 100hrs large 2 100000 50000 0.5 40

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.