Difference between revisions of "Engineering (LWR)"

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Revision as of 18:27, 18 May 2022

Back to Main Page

In General

The Engineering Bay houses the engineering team, headed by Dr. Shen.

Build/Buy Items

Here you can build or purchase items that you have the resources for.

Item Production Speed

Each engineer increases the speed of item production through a complex formula:

Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * Number of Workshops) 

As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces build time by a smaller and smaller amount.

Item Fabrication Capacity

The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every workshop.

Rushing

Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.

Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: Scientists and Engineers)

Build Facilities

By selecting "Build Facilities," a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.

Rushing

Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld. Excavations cannot be rushed, and take 8 days to complete.

The Foundry

SHIV-Specific Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV Advancements Weapons Grants SHIVs Repair Servos and Suppression. Also unlocks the Targeting Motor. 15 Alien Weaponry §40 0 80 0 50 70 6x Drone Wrecks
SHIV Advancements II - Grants SHIVs Damage Control and Shredder. 30 Cyberdisc Autopsy §150 65 60 10 80 210 2x Drone Wreck,
2x Cyberdisc Wreck

General Mechanical Unit Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Repair Cybernetics Reduces aircraft, MEC, SHIV, and item repair times by 35%. 45 Heavy Floater Autopsy §300 190 0 0 40 210 6x Heavy Floater Corpse
Advanced Servomotors Cybernetics All SHIVs gain Sprinter. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. 20 Mechtoid Autopsy §10 320 120 0 0 100 6x Mechtoid Core
Jellied Elerium Cybernetics Increases the damage of grenades and rockets by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the Incinerator Module. 45 Elerium §100 0 140 90 20 100 10x Chryssalid Carcass
MEC Warfare Systems Cybernetics Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items. 20 Alien Biocybernetics §20 0 20 0 0 30 2x Seeker Wreck
Mechanized Defenses Armor Unlocks the Alloy Carbide Plating item (and with Advanced Power Armor, the Core Plating item) for MECs and SHIVs to increase their defensive capabilities. 30 Advanced Body Armor §10 10 15 0 10 100 2x Mechtoid Core
Shaped Armor Armor Increases HP of mechanized units (SHIV, MEC) by 3. 35 Floater Autopsy §200 150 0 20 40 210 14x Floater Corpse

General Weapon Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Alien Grenades - Allows the use of Alien Grenades and grants AP and HE grenades additional damage equal to 50% of their weapon damage. 30 Muton Autopsy §300 20 150 30 30 140 10x Muton Corpse
Ammo Conservation Weapons Increases the ammo capacity of carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. 60 Muton Autopsy §150 320 450 0 20 140 16x Muton Corpse
Beam Strengthening Weapons Grants +1 to critical hit damage with all primary laser and pulse weapons. 45 Experimental Warfare §350 90 220 60 15 140 6x UFO Power Source
Condensed Plasma Plasma Weapons
Weapons
Increases the damage of grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy damage. Unlocks the Plasma Stellerator. 90 Light Plasma Weapons §200 0 500 180 0 550 10x Muton Elite Corpse
Enhanced Ballistics Weapons Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1. 10 Alien Materials §20 10 30 0 0 70 -
Enhanced Lasers Laser Weapons
Weapons
Unlocks the Enhanced Beam Optics item which increases beam/pulse Laser weapons damage by 1. 10 Beam Lasers §20 0 90 10 0 70 -
Quenchguns Gauss Weapons
Weapons
Grants +1 penetration to shots against mechanical units to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6). 35 Advanced Gauss Weapons §250 360 260 20 10 140 9x Muton Corpse

General Equipment Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Flight Aerospace Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV). 50 Antigrav Systems §500 80 0 40 0 140 4x Drone Wreck,
4x Heavy Floater Corpse,
8x Floater Corpse
Elerium Batteries - Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker. 30 Alien Power Systems §100 35 90 10 0 140 16x Drone Wreck
Improved Medikit Cybernetics Increases the max HP medikits can heal by 3. 12 Thin Man Autopsy §200 0 0 0 50 70 30x Thin Man Corpse
New Combat Systems - Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §200 30 120 20 0 140 4x Thin Man Corpse
Psi Warfare Systems Psionics Unlocks an assortment of psionic special equipment. 50 Xenopsionics §200 0 30 60 40 140 6x Sectoid Corpse
Tactical Rigging Armor Grants one extra equipment slot to soldiers. 20 Sectoid Interrogation §50 10 120 80 30 210 10x Sectoid Corpse

Pistol Upgrades

These upgrades apply to most pistols and machine pistols.

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
High-Capacity Pistols Weapons Grants 1 additional ammo to all non-electric pistols. 10 Alien Weaponry §100 25 210 0 0 70 -
Rail Pistols Gauss Weapons
Weapons
Grants 10 aim to all pistols. 20 Gauss Weapons §150 10 80 0 0 100 6x Seeker Wreck
Reflex Pistols Plasma Weapons
Weapons
Grants 1 base damage to all pistols. 35 Compact Plasma Weapons §250 30 90 30 0 140 6x Heavy Floater Corpse

Material Recovery

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Improved Salvage - Increases weapon fragment recovery from missions and destroyed UFOs by 15%. 20 Alien Materials §1000 0 30 0 50 140 10x Thin Man Corpse
Alien Metallurgy - Increases alien alloy recovery from missions and destroyed UFOs by 15%. 30 Alien Materials §1000 10 0 0 50 140 10x Drone Wreck
Alien Nucleonics - Increases elerium recovery from missions and destroyed UFOs by 15%. 45 Alien Materials §1000 0 0 10 50 140 24x Sectoid Corpse

Base Security Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Surgery Cybernetics Decreases biosoldier wound times by 35%. 45 Alien Biocybernetics §600 0 0 0 0 210 4x Alien Stasis Tank,
4x Alien Surgery
XCOM Security: Armor - Any spare advanced armor will be equipped by base security personnel during a HQ defense mission. 25 Improved Body Armor §10 0 0 0 0 30 -
XCOM Security: Guns - Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission. 25 Beam Lasers §10 0 0 0 0 30 -

Aerospace Improvements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Aerospace
Laser Weapons
Allows production of one-time 'boosters' for interception. 10 Alien Materials §350 0 300 0 10 70 8x Seeker Wreck
Armored Fighters Aerospace
Armor
Increases interceptor and firestorm HP by 15%. 30 Advanced Aerospace Concepts §550 60 100 0 25 140 16x Floater Corpse
Cooling Coils Aerospace Increases rate of fire of all air weapons by 15%. 35 Heavy Floater Interrogation §80 490 220 0 0 140 4x Cyberdisc Wreck
4x UFO Flight Computer
Elerium Afterburners Aerospace Increases aircraft battle speed by 10. 45 Alien Propulsion §200 60 0 60 0 140 4x UFO Power Source
Improved Avionics Aerospace Increases aircraft aim by 10. 40 Advanced Aerospace Concepts §400 160 120 0 0 140 6x UFO Flight Computer
Phoenix Coilguns Gauss Weapons Upgrades phoenix cannon penetration to Tier 3 (from Tier 2). 15 Gauss Weapons §40 80 460 0 0 70 12x UFO Power Source
Stealth Satellites - Decreases chance of observed satellites being detected by alien patrols down to 25% (from 50%). 65 Stealth Systems §50 110 0 10 0 80 2x UFO Flight Computer
Supercapacitors Laser Weapons Increases laser cannon damage from 400 to 600. Unlocks the Reaper Pack. 50 Advanced Pulse Lasers §200 70 80 40 30 210 16x UFO Power Source
UFO Countermeasures Aerospace Increases aircraft dodge chance by 10%. 50 Seeker Autopsy §150 40 150 10 0 140 4x Seeker Wreck
4x UFO Flight Computer
UFO Scanners - Increase interception time by 10% and add UFO HP estimates to the interception screen. 10 - §50 0 10 0 0 50 2x UFO Flight Computer
UFO Tracking Aerospace Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. 40 Alien Power Systems §300 60 0 10 0 280 2x UFO Flight Computer

Repair Bay

Items can be damaged when a unit is wounded during a battle.

They require 40% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.

Augment Soldiers

Augment up to 1 soldier at a time to become a MEC. For more information click here: MEC Augmentation