Engineering (EU2012)

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Dr. Shen, XCOMs head of 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) ) ]

Workshops

Info on workshops and bonus.

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
Combat Stims
Mind Shield
Medikit Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nano sutures and high-potency stimulants. 5 Engineers §25 Immediate
Nano-Fiber Vest
S.C.O.P.E.
Arc Thrower
Chitin Plating
Laser Pistol
Laser Rifle
Laser Scatter
Heavy Laser
Laser Sniper Rifle
Light Plasma Rifle
Plasma Rifle
Alloy Cannon
Heavy Plasma
Plasma Sniper Rifle

Build Armor

Item Description Prerequisite Cost Build time
Carapace Armor
Skeleton Suit
Titan Armor
Ghost Armor
Archangel Armor
Psi Armor

Vehicles

Item Description Prerequisite Cost Build time
Firestorm New Fighter Craft,
20 Engineers
Classic:
§100,
5x Elerium,
20x 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 Classic:
§100
20d
Hover SHIV New Fighter Craft,
Heavy Weapons Platform,
20 Engineers,
1 Barracks Capacity
Classic:
§100,
20x Elerium,
30x 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." Heavy Weapons Platform,
10 Engineers,
1 Barracks Capacity
Classic:
§75,
20 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." Heavy Weapons Platform,
5 Engineers,
1 Barracks Capacity
Normal:
§45?
Classic:
§50
7d
Fusion Lance Fusion Lance,
35 Engineers
Classic:
§75,
10x Elerium,
15x Alloys
Immediate
EMP Cannon EMP Cannon,
30 Engineers
Classic:
§100,
10x Elerium,
15x Alloys
Immediate
Plasma Cannon Plasma Cannon,
20 Engineers
Classic:
§50,
10x Elerium,
10x Alloys
Immediate
Laser Cannon Heavy Lasers,
10 Engineers
Classic:
§16-17?,
12-13x 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. Experimental Warfare,
5 Engineers
Normal:
§20
Classic:
§16-17?
Immediate
Defence Matrix (Dodge) Floater Autopsy,
10 Engineers
Classic:
§50,
3x Floater Corpse
Immediate
UFO Tracking (Boost) Cyberdisc Autopsy,
10 Engineers
Classic:
§20,
2x CyberdiscCorpse
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 Engineers
Normal:
§5,
3x Sectoid Corpse
Classic:
§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%.

Facilities
Facility Description Prerequisite Cost Monthly cost Bonus Build time
Access Lift Required to access a level None §50
2 Power
§10 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 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 With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites Alien Nav Computer Research,
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 Each laboratory increases research speed by 20% 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 Each workshop adds 5 engineers to our staff 6 Engineers (second requires 15, each next requires 10 more) §130
3 Power
§26 +7% refund on resources used when building vehicles, foundry projects and facilities 10d
The Foundry Develop new combat items or improve current items in the Foundry. Experimental Warfare Research §75
3 Power
§20 None. 10d
Alien Containment This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. Xenobiology Research §85
5 Power
§18 None. 7d
Power Generator Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. None §60 §11 +2 power for every adjacent power facility. 5d
Thermo Generator Thermal Power Generators supply +20 power, but must be built over steam vents. Steam Vent §200 §23 +2 power for every adjacent power facility. 8d
Elerium Generator Elerium Power Generators supply +30 power. UFO Power Source Research §275
40x Alloys
30x Elerium
2x UFO Power Source
§29 +2 power for every adjacent power facility. 14d
Psionic Lab Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.
Can be only one
Interrogate (Classic) / Autopsy (Normal)
Sectoid Commander
§200
3 Power
20x Elerium
20x Alloys
§30 None 14d
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
Ethereal Device Research §200
5 Power
1x Ethereal Device
§100 None. 14d
Hyperwave Relay Provides extra information about UFOs, such as number of crew, species and their objective.
Cannot remove this facility
Hyperwave Communication Research §175
4 Power
10x Alloys
1x Hyperwave Beacon
§30 None. 14d
Officer Training School Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining.
Normal and Easy start with this facility already built
Sergeant rank (Classic) §125
3 Power
§25 None. 8d

See Also

Notes & References