Difference between revisions of "Engineering (EU2012)"

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| align="center" | 10 Engineers
 
| align="center" | 10 Engineers
 
| align="center" | §10 <br/> 10x [[Alien Alloys (EU2012)|Alloys]]
 
| align="center" | §10 <br/> 10x [[Alien Alloys (EU2012)|Alloys]]
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| align="center" | Immediate
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| align="center" | '''[[Skeleton Key (EU2012)|Skeleton Key]]'''
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| align="center" | Immediate
 
| align="center" | Immediate
 
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Revision as of 02:52, 10 October 2013

Dr. Shen, XCOMs head of engineering.
Main Engineering.

In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.

Dr. Shen

Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.


Resources

Info on resources, cost & time

  • Credits
  • Elerium
  • Alloys

Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.

The formula for the cost of a manufactured item is:

final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]

Other resource cost(corpses, etc) will not be discounted. NA continental bonus gives another 50% discount to aircraft and aircraft weapons. Asia continental bonus gives another 50% discount to SHIVs.

Workshop and Bonus

Cost: 3 Power, 6 Engineers, §150 and §25/month upkeep

Adds 5 engineers to the pool. Adjacency bonus: +7% refund on resources for building (equipment, vehicles, foundry projects and facilities). So for a 3*3 square with 9 workshops, you will get 12 * 7% = 84% discount on building stuff. (unconfimed) there is a minimum amount left (§1, 1 Alloy, 1 Elerium), which will not be refunded. Therefore, 14 adjacent workshops is nearly the maximum with 98% source.

At any rate: if you wish to win the war on XCOM's ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (and the gains in Engineers) to build Uplinks/Nexi and Sattelites, which in turn gets you more money per month.

The Foundry

The Foundry is one of two places you can research equipment upgrades.

Foundry Projects

Build/Buy Items

Build Items

Item Description Prerequisite Cost Build time
Nano-Fiber Vest Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer. 5 Engineers §20 Immediate
S.C.O.P.E. When equipped, this advanced targeting module integrates with XCOM's Active HUD system to offer a significant increase to our soldier's aim. 5 Engineers §20 Immediate
Arc Thrower The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies. 5 Engineers §35 Immediate
Chitin Plating Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained. 15 Engineers §85
15x Alloys
4x Chryssalid Corpse
Immediate
Mind Shield Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks. 35 Engineers §150
30x Elerium
10x Alloys
1x Ethereal Corpse
Immediate
Combat Stims This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics. 15 Engineers §50
5x Alloys
1x Berserker Corpse
Immediate
Medikit Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants. 5 Engineers §25 Immediate
Blaster Launcher By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core. 35 Engineers §275
65x Elerium
50x Alloys
1x Fusion Core
2x UFO Flight Computer
Immediate
Plasma Sniper Rifle By modifying our current power system to hold a greater charge, we've developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets. 25 Engineers §250
25x Elerium
30x Alloys
Immediate
Heavy Plasma The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously. 25 Engineers §250
30x Elerium
30x Alloys
Immediate
Alloy Cannon By developing a firing mechanism capable of projecting machined shards of the alien alloy, we've created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances. 25 Engineers §250
20x Elerium
50x Alloys
Immediate
Plasma Rifle This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon. 20 Engineers §200
20x Elerium
30x Alloys
Immediate
Light Plasma Rifle This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon. 20 Engineers §125
15x Elerium
20x Alloys
Immediate
Plasma Pistol By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm. 20 Engineers §100
10x Elerium
20x Alloys
Immediate
Laser Sniper Rifle The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range. 12 Engineers §35
25x Alloys
Immediate
Heavy Laser The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage. 12 Engineers §30
25x Alloys
Immediate
Scatter Laser The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases. 12 Engineers §30
25x Alloys
Immediate
Laser Rifle The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle. 12 Engineers §25
15x Alloys
Immediate
Laser Pistol The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field. 10 Engineers §10
10x Alloys
Immediate
Skeleton Key 10 Engineers Immediate

Build Armor

Item Description Prerequisite Cost Build time
Carapace Armor Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor. Research: Carapace Armor
10 Engineers
§25
15x Alloys
Immediate
Skeleton Suit The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field. Research: Skeleton Suit
15 Engineers
§30
10x Alloys
Immediate
Titan Armor This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins. Research: Titan Armor
25 Engineers
§150
10x Elerium
35x Alloys
Immediate
Ghost Armor By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover. Research: Ghost Armor
40 Engineers
§250
50x Elerium
40x Alloys
Immediate
Archangel Armor The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities. Research: Archangel Armor
35 Engineers
§200
35x Elerium
50x Alloys
Immediate
Psi Armor Our most powerful armored suit, this equipment serves to amplify the wearer's psionic abilities through a system modeled after the alien's own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities. Research: Psi Armor
30 Engineers
§400
40x Elerium
20x Alloys
Immediate

Vehicles

Item Description Prerequisite Cost Build time
Firestorm The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs. Research: New Fighter Craft
20 Engineers
§200
20x Elerium
40x Alloys
1x UFO Power Source
2x UFO Flight Computer
14d
Satellite An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight. 5 Engineers §100 20d
Hover SHIV "Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain. Research: New Fighter Craft
Foundry: Heavy Weapons Platform
20 Engineers
1 Barracks Capacity
§200
40x Elerium
60x Alloys
7d
Alloy SHIV Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original. The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field. Foundry: Heavy Weapons Platform
10 Engineers
1 Barracks Capacity
§150
40 Alloys
7d
SHIV The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier. While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs. Foundry: Heavy Weapons Platform
5 Engineers
1 Barracks Capacity
§100 7d
Fusion Lance The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM. It should be capable of taking down any UFO engaged by the Firestorm. Research: Fusion Lance
35 Engineers
§150
20x Elerium
30x Alloys
Immediate
EMP Cannon The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components. Research: EMP Cannon
30 Engineers
§200
20x Elerium
30x Alloys
Immediate
Plasma Cannon The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range. Research: Plasma Cannon
20 Engineers
§100
20x Elerium
20x Alloys
Immediate
Laser Cannon These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets. Research: Heavy Lasers
10 Engineers
§35
25x Alloys
Immediate
Phoenix Cannon The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. Research: Experimental Warfare
5 Engineers
§35 Immediate
Defense Matrix (Dodge) Activate this module during interception to provide an immediate, temporary boost to our unit's evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions. Research: Floater Autopsy
10 Engineers
§50
3x Floater Corpse
Immediate
UFO Tracking (Boost) Activate this module during interception to provide an immediate, temporary boost to our unit's pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites' computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs. Research: Cyberdisc Autopsy
10 Engineers
§20
2x Cyberdisc Wreck
Immediate
Uplink Targeting (Aim) Activate this module during interception to provide an immediate, temporary booste to our unit's accuracy. The module will burn out after one use. Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. Research: Sectoid Autopsy
5 Engineers
§10
3x Sectoid Corpse
Immediate

Build Facilities

Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities. After researching Advanced Construction in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.

Facilities
Facility Description Prerequisite Cost Monthly cost Notes/Bonus Build time
Access Lift Engineering (EU2012).png
Access Lift
Access Lifts enable XCOM's subterranean base to expand deeper into the earth. None §50
2 Power
§10 Required to access a lower level. 5d
Satellite Uplink Engineering (EU2012).png
Satellite Uplink
With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another. 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus) §150
5 Power
§15 +1 Satellite capacity for every adjacent Uplink or Nexus 14d
Satellite Nexus Engineering (EU2012).png
Satellite Nexus
With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another. Research: Alien Nav Computer,
5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)
§300
8 Power
25x Alloys
2x UFO Flight Computer
§26 +1 Satellite capacity for every adjacent Uplink or Nexus 21d
Laboratory Engineering (EU2012).png
Laboratory
Each laboratory increases research speed by 20%. Adjacency Bonus: % increase to research speed for every adjacent laboratory. 6 Scientists (second requires 10, each next requires 5 more) §125
3 Power
§24 +10% increase to research speed for every adjacent laboratory 10d
Workshop Engineering (EU2012).png
Workshop
Each workshop adds 5 engineers to our staff. Adjacency Bonus: % refund on resources used when building vehicles, foundry projects and facilities. 6 Engineers (second requires 15, each next requires 10 more) §130
3 Power
§26 10d
Foundry Engineering (EU2012).png
The Foundry
Develop new combat items or improve current items in the Foundry. Research: Experimental Warfare §75
3 Power
§20 None. 10d
Alien Containment Engineering (EU2012).png
Alien Containment
This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. Research: Xeno-Biology §85
5 Power
§18 None. 7d
Power Generator Engineering (EU2012).png
Power Generator
Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility. None §60 §11 +2 power for every adjacent power facility. 5d
Thermo Power Generator Engineering (EU2012).png
Thermo Power Generator
Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility. Steam Vent §200 §23 +2 power for every adjacent power facility. 8d
Elerium Generator Engineering (EU2012).png
Elerium Generator
Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility. Research: UFO Power Source §275
40x Alloys
30x Elerium
2xUFO Power Source
§29 +2 power for every adjacent power facility. 14d
Psionic Lab Engineering (EU2012).png
Psionic Lab
This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength. Research: Sectoid Commander Autopsy/Interrogate Sectoid Commander §200
3 Power
20x Elerium
20x Alloys
§30 Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. 14d
Gollop Chamber Engineering (EU2012).png
Gollop Chamber
Once we build this facility, a psionically powerful soldier will be able to access the Ethereal's psychic net.
Cannot remove this facility.
Research: Ethereal Device §200
5 Power
1x Ethereal Device
§100 None. 14d
Hyperwave Relay Engineering (EU2012).png
Hyperwave Relay
Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications. Research: Hyperwave Communication §175
4 Power
10x Alloys
1x Hyperwave Beacon
§30 None. 14d
OTS Engineering (EU2012).png
Officer Training School
Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers. Sergeant rank (Classic difficulty) §125
3 Power
§25 Normal and Easy start with this facility already built. 8d

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization