Engineering (EU2012)

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Dr. Shen, XCOMs head of engineering.
STUB

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.


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

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

ToDo: is there a simple rule-of-thumb that determines Foundry projects vs. Research projects? eg a sentence like "all equipment requiring elerium is researched at the Foundry Off the Rails 04:06, 15 October 2012 (EDT)

Foundry Projects

Projects

Info about engineering projects.

Build Items

Weapons
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
Vehicles
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
Phoenix Cannon The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. ? §20 (Normal)
5 Engineers
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. Sectoid Autopsy §5 (Normal)
3x Sectoid Corpse
5 Engineers
Immediate
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

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

See Also

Notes & References