Engineering (EU2012)
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In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.
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) ) ]
Workshops
Info on workshops and bonus.
The Foundry
Info on the Foundry.
Projects
Info about engineering projects.
Build Items
Item | Description | Prerequisite | Cost | Duration |
---|---|---|---|---|
Medikit | Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants. | None | §25 5 Engineers |
Immediate |
Item | Description | Prerequisite | Cost | Duration |
---|---|---|---|---|
Satellite | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight | None | §100 5 Engineers |
20d |
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. | Alien Alloys, Heavy Weapons Platform (SHIV) | §75 20 Alloys 10 Engineers |
Unknown |
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. | Heavy Weapons Platform (SHIV) | §45 5 Engineers |
Unknown |
Build Facilities
See also Base Facilities
Facility | Description | Prerequisite | Cost | Maintenance | Bonus | Duration |
---|---|---|---|---|---|---|
Access Lift | Required to access a level. | None | §50 2 Power |
§10 month | None | 5d |
Satellite Uplink | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. | None | §150 5 Power 10 Engineers |
§xx | +1 Satellite capacity for every two uplinks constructed adjacent to another. | Unknown |
Satellite Nexus | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. | None | §300 8 Power 25 Engineers 25x Alloys 2x UFO Flight Computer |
§26 month | +1 Satellite capacity for every adjacent uplink. | 21d |
Power Generator | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. | None | §60 | §11 month | +2 power for every adjacent power facility. | 5d |
Thermo Generator | Thermal Power Generators supply +20 power, but must be built over steam vents. | None | §200 | §xx | +2 power for every adjacent power facility. | Unknown |
Laboratory | Each laboratory increases research speed by 20%. | None | §125 3 Power 6 Scientists |
§24 month | +10% increase to research speed for every adjacent laboratory. | 10d |
Workshop | Each workshop adds 5 engineers to our staff. | None | §130 3 Power 15 Engineers |
§26 month | +7% refund on resources used when building vehicles, foundry projects and facilities. | 10d |
Foundry | Develop new combat items or improve current items in the Foundry. | None | §75 3 Power |
§20 month | None. | 10d |
Alien Containment | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. | None | §85 5 Power |
§18 month | None. | 7d |