Difference between revisions of "Engineering (LWR)"

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[[Long_War_Rebalance|Back to Main Page]]
 
[[Long_War_Rebalance|Back to Main Page]]
  
!! NONE OF THIS PAGE HAS BEEN UPDATED TO LWR FEATURES YET !!
+
== In General ==
 
 
{{Facilities Data Box (Long War)
 
|image=Wiki-facbox_engineering.png
 
|isize=256
 
|effect=Manufacture/repair items, build facilities, augment soldiers
 
|adjacency=None
 
|prerequisites=None
 
|other=None
 
|credits=0
 
|alienaloys=0
 
|elerium=0
 
|meld=0
 
|build time=0
 
|quick credits=0
 
|quick alienaloys=0
 
|quick elerium=0
 
|quick meld=0
 
|quick build time=0
 
|maintenance=0
 
|power=0
 
|}}
 
  
 
The '''Engineering Bay''' houses the engineering team, headed by Dr. Shen.
 
The '''Engineering Bay''' houses the engineering team, headed by Dr. Shen.
  
Options:
+
== Build/Buy Items ==
 
 
*'''Build/Buy Items'''. Allows you to manufacture weapons and equipment for soldiers (first tab), armor for soldiers (second tab), and specialized equipment for SHIVs, MECs, as well as interceptor weapons and modules (third tab).
 
*'''Build Facilities'''. Opens access to the construction of your base.
 
*'''The Foundry'''. Develop specialized "foundry" projects. See [[Foundry (Long War)]].
 
*'''Repair Bay'''. Repair damaged items. It costs about 20% of the item cost in credits, alloys, elerium and meld to repair an item. See [[Repair Bay (Long War)]].
 
*'''Augment Soldiers'''. Augment soldiers into [[MEC Trooper (Long War)|MEC Troopers]] in the Repair Bay. This becomes available after the research of Alien Biocybernetics. A maximum of 3 soldiers can be augmented simultaneously. It takes 10 days to augment a soldier, and costs 40 credits and 60 meld.
 
 
 
==New in Long War==
 
There are several key differences between engineering in Long War versus vanilla:
 
  
There are only 3 ways to get more engineers:
+
Here you can build or purchase items that you have the resources for.
* mission rewards
 
* from the end-of-the-month reward for satellite covered nations
 
* from nation requests in exchange for alien materials, equipment, corpses or captured aliens
 
  
'''Workshops do NOT increase the number of engineers!'''
+
=== Item Production and Foundry Project Speed ===
  
Nothing is built instantaneously. While in vanilla you could manufacture an extra SCOPE right before a mission, in Long War it takes several days. Most things can be built faster by selecting the Build Quickly mode in the manufacturing dialog. This costs significantly more (150%), and uses some Meld, but produces the item in around half the time. The more engineers you have the less time it will take to manufacture items. The more Workshops you have the less materials it will take to manufacture items. Workshop adjacency also reduces the materials cost of items. Base facilities still have a minimum number of engineers to build, but most items and Foundry projects do not; they will simply take a very long time if you try to build them with many fewer engineers on staff than recommended.
+
Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):
 +
<div style="max-width:1150px">
 +
Time = '''Base Time''' * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.6 * Number of Workshops)  
 +
</div>
 +
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 time by a smaller and smaller amount.
  
==Build time calculations==
+
Note that '''Base Time''' to build each item in hours is it's build time * the number of engineers required * 72.
Based on Amineri's post [https://www.reddit.com/r/Xcom/comments/37tr7q/lw_210_days_to_manufacture/ here], items and Foundry project completion times vary ''exponentially'' with the number of available engineers (unlike research time which varies linearly with the number of scientists). Here is an approximate formula:
 
  
''build time = base time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))''
+
=== Item Fabrication Capacity ===
  
where ''OptimalEngineers'' is the default or recommended number of engineers needed to achieve the listed ''base time'' specified in the item / project tables.  ''ActualEngineers'' is the number of available engineers.
+
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.
  
When ''ActualEngineers = OptimalEngineers'', the build time is equal to the base time. Unlike research time, where the rule of thumb is that for double the number of scientists the research time is halved, there is no such rule of thumb that works for build times, due to the exponential relationship. For example, developing a Foundry project that has ''OptimalEngineers=60'' (e.g. [[Foundry_(Long_War)#General_Weapon_Upgrades|Ammo Conservation]]), with only half the engineers on hand, will take roughly 7 times longer than the ''base time'' to complete . On the other hand, developing a project that has ''OptimalEngineers=30'' (e.g. [[Foundry_(Long_War)#General_Equipment_Upgrades|Improved Arc Thrower]]), with half the engineers on hand, will take roughly twice as long as the ''base time''. 
+
=== Rushing ===
  
Here are a few more observations about the formula. 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. Also, based on the formula, all build times are limited to ''0.5*base time'', when building at a normal speed, and ''0.25*base time'' when building quickly.
+
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_(LWR)#Engineers|Scientists and Engineers]])
  
<div style="float:right">{{Header (Long War)}}__TOC__</div>
+
== Build Facilities ==
{{Facilities Data Box (Long War)
 
|image=Foundry.jpg
 
|isize=256
 
|effect=Development of new combat items and improvements to current items
 
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)
 
|prerequisites=None
 
|other=None
 
|credits=200
 
|alienaloys=0
 
|elerium=0
 
|meld=0
 
|build time=18
 
|quick credits=300
 
|quick alienaloys=0
 
|quick elerium=0
 
|quick meld=10
 
|quick build time=9
 
|maintenance=25
 
|power=6
 
|}}
 
  
The '''Foundry''' is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry has no prerequisites, so it can be built from the beginning and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.
+
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.
  
The Foundry cannot be torn down once built.
+
Excavations cannot be rushed, and take 8 days to complete.
  
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.
+
=== Rushing ===
  
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
+
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.
  
One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.
+
== The Foundry ==
 
 
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.
 
 
 
==Foundry Projects==
 
 
===SHIV-Specific Upgrades===
 
===SHIV-Specific Upgrades===
 
{| class="wikitable"
 
{| class="wikitable"
Line 101: Line 48:
  
 
|- align="center"
 
|- align="center"
| Sentinel Drone
+
| SHIV Advancements I
| -
 
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.
 
| 50
 
| Cyberdisc Autopsy
 
| §150
 
| 40
 
| 0
 
| 20
 
| 0
 
| 21
 
| 1x Drone Wreck, <br /> 1x UFO Flight Computer
 
 
 
|- align="center"
 
| SHIV Suppression
 
 
| Weapons
 
| Weapons
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''.
+
| Grants SHIVs '''Repair Servos''' and '''Lock N' Load'''. Also unlocks the ''Targeting Motor''.
 
| 15
 
| 15
 
| Alien Weaponry
 
| Alien Weaponry
 
| §40
 
| §40
 
| 0
 
| 0
| 5
+
| 50
 
| 0
 
| 0
| 0
+
| 50
| 7
+
| 70
| -  
+
| 6x Drone Wrecks
 +
 
 +
|- align="center"
 +
| SHIV Advancements II
 +
| -
 +
| Grants SHIVs '''Damage Control''' and '''Shredder'''.
 +
| 30
 +
| Cyberdisc Autopsy
 +
| §400
 +
| 135
 +
| 25
 +
| 10
 +
| 80
 +
| 210
 +
| 2x Drone Wreck, <br /> 2x Cyberdisc Wreck
 
|}
 
|}
  
Line 139: Line 86:
 
| Advanced Repair
 
| Advanced Repair
 
| Cybernetics
 
| Cybernetics
| Reduces interceptor, MEC, SHIV, and item repair time by about one-third.
+
| Reduces aircraft, MEC, SHIV, and item repair times by 35%.
 
| 45
 
| 45
 
| Heavy Floater Autopsy
 
| Heavy Floater Autopsy
| §500
+
| §300
| 100
+
| 190
 
| 0
 
| 0
 
| 0
 
| 0
| 80
+
| 40
| 21
+
| 210
| 4x Heavy Floater Corpse
+
| 6x Heavy Floater Corpse
  
 
|- align="center"
 
|- align="center"
 
| Advanced Servomotors
 
| Advanced Servomotors
 
| Cybernetics
 
| Cybernetics
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs.
+
| All SHIVs gain '''Sprinter'''. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs.
| 45
+
| 20
 
| Mechtoid Autopsy
 
| Mechtoid Autopsy
| §300
+
| §10
 +
| 320
 
| 60
 
| 60
 
| 0
 
| 0
| 40
+
| 0
| 70
+
| 100
| 14
+
| 6x Mechtoid Core
| 8x Mechtoid Core
 
 
 
|- align="center"
 
| Field Repairs
 
| -
 
| Allows Arc Throwers to be used to repair SHIVS and MECs.
 
| 15
 
| Drone Autopsy
 
| §100
 
| 10
 
| 10
 
| 10
 
| 10
 
| 14
 
| 10x Drone Wreck
 
  
 
|- align="center"
 
|- align="center"
| Jellied Elerium
+
| Heavy Shells
 
| Cybernetics
 
| Cybernetics
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''.
+
| All MECs gain '''HEAT Warheads'''.
 
| 45
 
| 45
| Elerium
+
| Heavy Floater Interrogation
 
| §100
 
| §100
| 40
+
| 480
| 50
+
| 5
| 80
+
| 0
| 40
+
| 0
| 10
+
| 100
| -
+
| 5x Heavy Floater Corpse
 
 
|- align="center"
 
| MEC Close Combat
 
| Cybernetics
 
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn.
 
| 50
 
| Berserker Autopsy
 
| §300
 
| 60
 
| 30
 
| 30
 
| 40
 
| 7
 
| 8x Berserker Corpse
 
  
 
|-align="center"
 
|-align="center"
 
| MEC Warfare Systems
 
| MEC Warfare Systems
 
| Cybernetics
 
| Cybernetics
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items.
+
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items.
 
| 20
 
| 20
 
| Alien Biocybernetics
 
| Alien Biocybernetics
| §25
+
| §20
 
| 0
 
| 0
 +
| 10
 
| 0
 
| 0
 
| 0
 
| 0
| 0
+
| 30
| 7
+
| 2x Seeker Wreck
| -
 
  
 
|- align="center"
 
|- align="center"
| Mechanized Unit Defenses
+
| Mechanized Defenses
 
| Armor
 
| Armor
| Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities.
+
| 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
 
| 30
 
| Advanced Body Armor
 
| Advanced Body Armor
| §150
+
| §10
| 60
+
| 10
| 25
+
| 15
| 0
 
 
| 0
 
| 0
 
| 10
 
| 10
 +
| 100
 
| 2x Cyberdisc Wreck
 
| 2x Cyberdisc Wreck
  
Line 237: Line 156:
 
| Shaped Armor
 
| Shaped Armor
 
| Armor
 
| Armor
| Increases health of mechanized units (SHIV, MEC) by 3.
+
| Increases HP of mechanized units (SHIV, MEC) by 3. Grants +10 penetration to the KSM.
 
| 35
 
| 35
| Floater Autopsy
+
| Berserker Autopsy
| §300
+
| §20
| 80
+
| 150
 
| 0
 
| 0
 +
| 20
 
| 40
 
| 40
| 40
+
| 210
| 21
+
| 4x Berserker Corpse
| 25x Floater Corpse
 
 
|}
 
|}
  
Line 259: Line 178:
 
| Alien Grenades
 
| Alien Grenades
 
| -
 
| -
| Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.<br>Bonuses also apply to the MEC Grenade Launcher.
+
| Allows the use of Alien Grenades and grants AP grenades +2 damage and HE grenades +3 damage.
| 35
+
| 30
 
| Muton Autopsy
 
| Muton Autopsy
| §100
+
| §300
 
| 20
 
| 20
 +
| 75
 +
| 30
 +
| 30
 +
| 140
 +
| 20x Muton Corpse
 +
 +
|-align="center"
 +
| Ammo Conservation
 +
| Weapons
 +
| Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.
 +
| 60
 +
| Muton Elite Autopsy
 +
| §150
 +
| 800
 +
| 425
 +
| 0
 
| 20
 
| 20
| 50
+
| 140
| 0
+
| 10x Muton Elite Corpse
| 7
 
| 1x Alien Grenade (from live capture)
 
  
 
|-align="center"
 
|-align="center"
| Ammo Conservation
+
| Beam Strengthening
 
| Weapons
 
| Weapons
| Increases the ammo capacity of weapons by 1 shot/burst.
+
| Grants +1 to critical hit damage with all primary laser and pulse weapons.
 +
| 45
 +
| Experimental Warfare
 +
| §350
 +
| 90
 +
| 110
 
| 60
 
| 60
| Muton Autopsy
+
| 15
| §500
+
| 140
 +
| 6x UFO Power Source
 +
 
 +
|- align="center"
 +
| Condensed Plasma
 +
| Plasma Weapons<br>Weapons
 +
| Increases the damage of explosives by 1. Allows production of ''Plasma Grenades'' and ''Plasma Stellerators''.
 +
| 90
 +
| Light Plasma Weapons
 +
| §200
 +
| 0
 
| 80
 
| 80
| 100
+
| 180
| 0
+
| 0  
| 50
+
| 550
| 14
+
| 5x Muton Elite Corpse
| 20x Muton Corpses
 
  
 
|-align="center"
 
|-align="center"
 
| Enhanced Ballistics
 
| Enhanced Ballistics
 
| Weapons
 
| Weapons
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1.
+
| Allows production of ''Alloy-Jacketed Rounds''.
 
| 10
 
| 10
 
| Alien Materials
 
| Alien Materials
| §80
+
| §20
 
| 10
 
| 10
| 20
+
| 15
 
| 0
 
| 0
 
| 0
 
| 0
| 7
+
| 70
 
| -
 
| -
  
Line 301: Line 248:
 
| Enhanced Lasers
 
| Enhanced Lasers
 
| Laser Weapons<br>Weapons
 
| Laser Weapons<br>Weapons
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1.
+
| Allows production of ''Enhanced Beam Optics''.
| 30
+
| 10
| Advanced Beam Lasers
+
| Beam Lasers
| §150
+
| §20
| 40
 
| 15
 
 
| 0
 
| 0
 +
| 45
 +
| 10
 
| 0
 
| 0
| 14
+
| 70
 
| -
 
| -
  
 
|- align="center"
 
|- align="center"
| Enhanced Plasma
+
| Jellied Elerium
| Plasma Weapons<br>Weapons
+
| Cybernetics
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1.
+
| Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the ''Incinerator Module''.
| 120
+
| 45
| Precision Plasma Weapons
+
| Elerium
| §500
+
| §100
 +
| 0
 +
| 160
 +
| 90
 +
| 20
 
| 100
 
| 100
| 100
+
| 10x Chryssalid Carcass
| 100
 
| 0
 
| 21
 
| 1x Plasma Dragon
 
  
 
|-align="center"
 
|-align="center"
 
| Quenchguns
 
| Quenchguns
 
| Gauss Weapons<br>Weapons
 
| Gauss Weapons<br>Weapons
| Doubles the DR reduction of gauss weapons to 0.67.
+
| Grants +1 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6).
| 60
+
| 35
 
| Advanced Gauss Weapons
 
| Advanced Gauss Weapons
 
| §250
 
| §250
| 40
+
| 160
| 80
+
| 130
| 50
+
| 20
| 25
+
| 10
| 14
+
| 140
| 2x Alien Carbine
+
| 9x Muton Corpse
 
|}
 
|}
  
Line 351: Line 298:
 
| Advanced Flight
 
| Advanced Flight
 
| Aerospace
 
| Aerospace
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV).
+
| Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%.
 
| 50
 
| 50
 
| Antigrav Systems
 
| Antigrav Systems
| §325
+
| §500
| 40
+
| 80
 
| 0
 
| 0
 
| 40
 
| 40
 
| 0
 
| 0
| 14
+
| 140
| 5x Drone Wreck, <br /> 5x Heavy Floater Corpse, <br /> 5x Cyberdisc Wreck
+
| 4x Drone Wreck, <br /> 4x Heavy Floater Corpse, <br /> 8x Floater Corpse
  
 
|-align="center"
 
|-align="center"
| Drone Capture
+
| Elerium Batteries
| Cybernetics
 
| XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture).
 
| 75
 
| EMP Weapons
 
| §100
 
| 0
 
| 50
 
| 10
 
| 0
 
| 14
 
| 30x Drone Wreck
 
 
 
|-align="center"
 
| Improved Arc Thrower
 
 
| -
 
| -
| Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP).
+
| Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker.
 
| 30
 
| 30
 
| Alien Power Systems
 
| Alien Power Systems
 
| §100
 
| §100
| 40
 
 
| 30
 
| 30
| 40
+
| 45
 +
| 50
 
| 0  
 
| 0  
| 14
+
| 140
| 10x Drone Wreck
+
| 16x Drone Wreck
  
 
|-align="center"
 
|-align="center"
 
| Improved Medikit
 
| Improved Medikit
 
| Cybernetics
 
| Cybernetics
| Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge.
+
| Increases the max HP medikits can heal by 2.
 
| 12
 
| 12
| Thin Man Autopsy
+
| Muton Elite Autopsy
| §180
+
| §350
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
| 20
+
| 50
| 7
+
| 70
| 20x Thin Man Corpse
+
| 4x Muton Elite Corpse
  
 
|-align="center"
 
|-align="center"
 
| New Combat Systems
 
| New Combat Systems
 
| -
 
| -
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.
+
| Unlocks an array of new gear options in combination with other technologies and projects.
 
| 30
 
| 30
 
| Experimental Warfare
 
| Experimental Warfare
| §100
+
| §200
 
| 30
 
| 30
| 50
+
| 60
| 20  
+
| 20
 
| 0
 
| 0
| 14
+
| 140
| -
+
| 4x Thin Man Corpse
  
 
|-align="center"
 
|-align="center"
 
| Psi Warfare Systems
 
| Psi Warfare Systems
 
| Psionics
 
| Psionics
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment.
+
| Unlocks an assortment of psionic special equipment.
| 40
+
| 20
 
| Xenopsionics
 
| Xenopsionics
| §100
+
| §200
 
| 0
 
| 0
| 30
+
| 15
 
| 20
 
| 20
 
| 40
 
| 40
| 14
+
| 140
| 12x Sectoid Corpse
+
| 16x Sectoid Corpse
 
 
|-align="center"
 
| SCOPE Upgrade
 
| Weapons
 
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.
 
| 25
 
| Experimental Warfare
 
| §100
 
| 0
 
| 35
 
| 0
 
| 0
 
| 7
 
| 1x SCOPE
 
  
 
|-align="center"
 
|-align="center"
 
| Tactical Rigging
 
| Tactical Rigging
 
| Armor
 
| Armor
| Grants one extra item slot to soldiers.
+
| Grants one extra equipment slot to biosoldiers.
 +
| 20
 +
| Muton Interrogation
 +
| §50
 +
| 10
 +
| 120
 
| 80
 
| 80
| Muton Elite Autopsy
+
| 30
| §500
+
| 70
| 100
+
| 4x Muton Corpse
| 100
 
| 0
 
| 60
 
| 21
 
| 20x Muton Elite Corpse
 
 
|}
 
|}
  
 
===Pistol Upgrades===
 
===Pistol Upgrades===
These upgrades apply to all pistols and machine pistols.  
+
These upgrades apply to most pistols and machine pistols.  
 
{| class="wikitable"
 
{| class="wikitable"
 
|- align="center"
 
|- align="center"
Line 470: Line 389:
  
 
|-align="center"
 
|-align="center"
| Mag Pistols
+
| High-Capacity Pistols
 
| Weapons
 
| Weapons
| Grants +8% critical hit chance to all pistols.
+
| Grants 1 additional ammo to all non-electric pistols.
 
| 10
 
| 10
 
| Alien Weaponry
 
| Alien Weaponry
| §35
+
| §100
 +
| 25
 +
| 50
 
| 0
 
| 0
| 5
 
 
| 0
 
| 0
| 0
+
| 70
| 7
 
 
| -  
 
| -  
  
Line 486: Line 405:
 
| Rail Pistols
 
| Rail Pistols
 
| Gauss Weapons<br>Weapons
 
| Gauss Weapons<br>Weapons
| Grants +8% aim to all pistols.
+
| Grants 10 aim to all pistols.
 
| 20
 
| 20
 
| Gauss Weapons
 
| Gauss Weapons
| §90
+
| §150
 
| 10
 
| 10
| 35
+
| 40
 
| 0
 
| 0
 
| 0
 
| 0
| 10
+
| 100
| -
+
| 2x Seeker Wreck
  
 
|-align="center"
 
|-align="center"
 
| Reflex Pistols
 
| Reflex Pistols
 
| Plasma Weapons<br>Weapons
 
| Plasma Weapons<br>Weapons
| Grants +1 base damage to all pistols.
+
| Grants +35% weapon damage to all pistols.
 
| 35
 
| 35
 
| Compact Plasma Weapons
 
| Compact Plasma Weapons
| §145
+
| §250
 
| 30
 
| 30
| 60
+
| 45
 
| 30
 
| 30
 
| 0
 
| 0
| 14
+
| 140
| 1x Alien Pistol
+
| 6x Heavy Floater Corpse
 
|}
 
|}
  
Line 518: Line 437:
 
|-align="center"
 
|-align="center"
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 +
 +
|-align="center"
 +
| Advanced Scavenging
 +
| -
 +
| Allows for the use of secondary scavenging teams on UFO missions.
 +
| 15
 +
| Alien Materials
 +
| §150
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 100
 +
| -
  
 
|-align="center"
 
|-align="center"
 
| Improved Salvage
 
| Improved Salvage
 
| -
 
| -
| Increases weapon fragment recovery by 20%.
+
| Increases weapon fragment recovery from missions and destroyed UFOs by 20%.
 
| 20
 
| 20
 
| Alien Materials
 
| Alien Materials
| §200
+
| §800
| 40
+
| 0
 +
| 15
 
| 0
 
| 0
| 20
+
| 50
| 40
+
| 140
| 14
+
| 20x Thin Man Corpse
| -
 
  
 
|-align="center"
 
|-align="center"
 
| Alien Metallurgy
 
| Alien Metallurgy
 
| -
 
| -
| Increases alien alloy recovery by 20%.
+
| Increases alien alloy recovery from missions and destroyed UFOs by 20%.
| 20
+
| 30
 
| Alien Materials
 
| Alien Materials
| §300
+
| §800
| 30
+
| 10
 +
| 0
 
| 0
 
| 0
| 10
+
| 50
| 100
+
| 140
| 14
+
| 10x Drone Wreck
| -
 
  
 
|-align="center"
 
|-align="center"
 
| Alien Nucleonics
 
| Alien Nucleonics
 
| -
 
| -
| Increases elerium recovery by 20%.
+
| Increases elerium recovery from missions and destroyed UFOs by 20%.
 
| 45
 
| 45
| Alien Power Systems
+
| Alien Materials
| §500
+
| §800
| 120
+
| 0
 
| 0
 
| 0
| 40
+
| 10
| 150
+
| 50
| 14
+
| 140
| -
+
| 24x Sectoid Corpse
 
|}
 
|}
  
===Base Security Upgrades===
+
===Base Upgrades===
 
{| class="wikitable"
 
{| class="wikitable"
 
|- align="center"
 
|- align="center"
Line 572: Line 505:
 
| Advanced Surgery
 
| Advanced Surgery
 
| Cybernetics
 
| Cybernetics
| Decreases soldier wound times by 30%.
+
| Decreases biosoldier wound times by 25%.
 
| 45
 
| 45
 
| Alien Biocybernetics
 
| Alien Biocybernetics
Line 580: Line 513:
 
| 0
 
| 0
 
| 0
 
| 0
| 21
+
| 210
| 12x Alien Stasis Tank,<br /> 12x Alien Surgery
+
| 4x Alien Stasis Tank,<br /> 4x Alien Surgery
  
 
|-align="center"
 
|-align="center"
| Base Security: Armor
+
| Grey Market
 
| -
 
| -
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission.
+
| Unlocks the [[Situation_Room_(LWR)#Grey_Market|'''Grey Market''']].
 +
| 10
 +
| -
 +
| §10
 +
| 10
 +
| 5
 +
| 10
 +
| 10
 +
| 300
 +
| 1x Sectoid Captive
 +
 
 +
|-align="center"
 +
| XCOM Security I
 +
| -
 +
| Hires and outfits security personnel to patrol the XCOM base exterior and defend against possible intruders. Any aliens that make it by these patrols will have a 50% chance to lose 30-50% of their HP. Also, any spare advanced rifles will be equipped by interior security personnel during an XCOM base defense mission.
 
| 25
 
| 25
 
| Improved Body Armor
 
| Improved Body Armor
| §20
+
| §200
 
| 0  
 
| 0  
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
| 3
+
| 30
 
| -  
 
| -  
  
 
|-align="center"
 
|-align="center"
| Base Security: Weapons
+
| XCOM Security II
 
| -
 
| -
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission.
+
| Increases the size of the exterior security patrols and upgrades their training. Any aliens that make it by these patrols will have a 100% chance to lose 30-50% of their HP. Also, any spare advanced armor will be equipped by interior security personnel during an XCOM base defense mission.
 
| 25
 
| 25
| Beam Lasers
+
| Beam Lasers<br>XCOM Security I
| §40
+
| §600
 
| 0  
 
| 0  
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
 
| 0
| 3
+
| 30
 
| -  
 
| -  
 
|}
 
|}
Line 630: Line 577:
 
| 0
 
| 0
 
| 10
 
| 10
| 7
+
| 70
| -
+
| 2x Seeker Wreck
  
 
|-align="center"
 
|-align="center"
 
| Armored Fighters
 
| Armored Fighters
 
| Aerospace<br>Armor
 
| Aerospace<br>Armor
| Increases all interceptor HP by 1000.
+
| Increases interceptor and firestorm HP by 30%.
 
| 30
 
| 30
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
| §400
+
| §450
| 200
+
| 120
 +
| 50
 +
| 0
 +
| 25
 +
| 140
 +
| 16x Floater Corpse
 +
 
 +
|-align="center"
 +
| Cooling Coils
 +
| Aerospace
 +
| Increases rate of fire of all air weapons by 30%.
 +
| 35
 +
| Heavy Floater Interrogation
 +
| §80
 +
| 320
 +
| 110
 +
| 0
 
| 0
 
| 0
| 60
+
| 140
| 70
+
| 4x Cyberdisc Wreck<br>4x UFO Flight Computer
| 14
 
| 30x Floater Corpse
 
  
 
|-align="center"
 
|-align="center"
 
| Elerium Afterburners
 
| Elerium Afterburners
 
| Aerospace
 
| Aerospace
| Increases interceptor combat time by 5 seconds.
+
| Increases aircraft battle speed by 10.
 
| 45
 
| 45
 
| Alien Propulsion
 
| Alien Propulsion
 
| §200
 
| §200
| 30
+
| 60
 
| 0
 
| 0
| 30
+
| 130
 
| 0
 
| 0
| 14
+
| 140
| 2x UFO Power Source
+
| 26x UFO Power Source
  
 
|-align="center"
 
|-align="center"
 
| Improved Avionics
 
| Improved Avionics
 
| Aerospace
 
| Aerospace
| Increases interceptor aim by 10.
+
| Increases aircraft aim by 10.
 
| 40
 
| 40
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
 
| §400
 
| §400
| 10
+
| 300
| 50
+
| 60
 
| 0
 
| 0
 
| 0
 
| 0
| 14
+
| 140
| 3x UFO Flight Computer
+
| 6x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
| Penetrator Weapons
+
| Phoenix Coilguns
| Aerospace
+
| Gauss Weapons
| Increases armor penetration of air weapons by 5.
+
| Upgrades phoenix cannon penetration to Tier 3 (from Tier 2).
| 35
+
| 15
| Advanced Aerospace Concepts
+
| Gauss Weapons
| §300
+
| §40
 
| 80
 
| 80
| 45
+
| 230
 
| 0
 
| 0
 
| 0
 
| 0
| 14
+
| 70
| 3x Cyberdisc Wreck,<br /> 3x UFO Flight Computer
+
| 12x UFO Power Source
 
 
|-align="center"
 
| Phoenix Coilguns
 
| Gauss Weapons
 
| Increases the Phoenix Cannon's damage by 90 and armor penetration by 13.
 
| 50
 
| Gauss Weapons
 
| §300
 
| 120
 
| 100
 
| 60
 
| 40
 
| 14
 
| 2x UFO Power Source
 
  
 
|-align="center"
 
|-align="center"
 
| Stealth Satellites
 
| Stealth Satellites
 
| -
 
| -
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
+
| Decreases the success chance of unabetted hunts to 50% (from 100%).
| 115
+
| 65
 
| Stealth Systems
 
| Stealth Systems
| §1200
+
| §50
| 200
+
| 110
 
| 0
 
| 0
| 200
+
| 10
 
| 0  
 
| 0  
| 28
+
| 80
| 10x UFO Flight Computer
+
| 2x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
 
| Supercapacitors
 
| Supercapacitors
 
| Laser Weapons
 
| Laser Weapons
| Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.
+
| Increases laser cannon damage from 400 to 800. Unlocks ''Reaper Ammo''.
| 70
+
| 50
 
| Advanced Pulse Lasers
 
| Advanced Pulse Lasers
| §800
 
| 150
 
| 100
 
| 200
 
| 80
 
| 21
 
| 6x UFO Power Source
 
 
|-align="center"
 
| Super Skyranger
 
| Aerospace
 
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
 
| 35
 
| Advanced Aerospace Concepts
 
 
| §200
 
| §200
| 60
+
| 70
| 0
+
| 40
| 0
+
| 40
| 0
+
| 30
| 14
+
| 50
| -
+
| 8x UFO Power Source
  
 
|-align="center"
 
|-align="center"
 
| UFO Countermeasures
 
| UFO Countermeasures
 
| Aerospace
 
| Aerospace
| Increases interceptor dodge chance by +15%.
+
| Increases aircraft dodge chance by 10%.
 
| 50
 
| 50
 
| Seeker Autopsy
 
| Seeker Autopsy
| §350
+
| §150
 +
| 40
 +
| 75
 
| 10
 
| 10
| 40
 
| 60
 
 
| 0
 
| 0
| 14
+
| 140
| 4x Seeker Wrecks,<br /> 4x UFO Flight Computer
+
| 4x Seeker Wreck<br>12x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
 
| UFO Scanners
 
| UFO Scanners
 
| -
 
| -
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
+
| Increase interception time by 10%.<br>Adds UFO HP estimates to the interception screen.
| 40
+
| 10
| Advanced Aerospace Concepts
+
| -
| §65
+
| §50
| 10
+
| 0
 +
| 5
 
| 0
 
| 0
| 10
 
 
| 0
 
| 0
| 14
+
| 50
 
| 2x UFO Flight Computer
 
| 2x UFO Flight Computer
  
Line 776: Line 709:
 
| UFO Tracking
 
| UFO Tracking
 
| Aerospace
 
| Aerospace
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
+
| | Increases interception time by 20%.<br>Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft.
 
| 40
 
| 40
 
| Alien Power Systems
 
| Alien Power Systems
| §300
+
| §40
| 20
+
| 10
 
| 0
 
| 0
| 40
+
| 10
 
| 0
 
| 0
| 28
+
| 280
 
| 2x UFO Flight Computer
 
| 2x UFO Flight Computer
 
|-align="center"
 
| Wingtip Sparrowhawks
 
| Aerospace<br>Gauss Weapons
 
| Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons.
 
| 50
 
| Advanced Aerospace Concepts
 
| §400
 
| 80
 
| 40
 
| 20
 
| 40
 
| 21
 
| -
 
 
|}
 
|}
  
{{Facilities Data Box (Long War)
+
== Repair Bay ==
|image=Fac_cyberneticslab.png
 
|isize=256
 
|effect=[[MEC Trooper (Long War)|MEC Troopers]] and Item repair
 
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)
 
|prerequisites=None
 
|other=None
 
|credits=50
 
|quick credits=75
 
|quick meld=10
 
|build time=10
 
|quick build time=5
 
|maintenance=10
 
|power=4
 
|}}
 
  
The '''Repair Bay''' enables augmentation of soldiers into MEC [[MEC Trooper (Long War)|Troopers]] via the Engineering menu tab. Only one Repair Bay may be constructed, although it counts as a Workshop if built next to one. Dr. Shen strongly recommends that XCOM build and deploy MECs as quickly as possible.
+
Items can be damaged when a unit is wounded during a battle.
  
* Mechanized Exoskeletal Cybersuits, or MECs, are powerful battle suits that mount an array of useful weaponry and support equipment. In Long War, these can be ordered and built from the Armors tab in the "Build Items" menu entry instead of the previous Enemy Within Inventory system.
+
They require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.
  
* Each MEC can be customized to fit specific tactical approaches. If a MEC Trooper dies, his MEC suit is destroyed.
+
== Augment Soldiers ==
 
 
* Please note that in Long War weapons, equipment and armor may become damaged and require some mending and repair after a mission. The Repair bay enables this new function, which requires a fraction of the build cost of each item and some time.
 
==Item repair ==
 
All produced items have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the items on the soldier to become damaged. If a soldier was reduced to 0 health, there's a 20~95% chance for the item to become damaged depending on each item value (you can find each maximum chance that the item is damaged upon DefaultGameCore.ini). The actual chance scales with the health damage taken. Armor damage does cause the items to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.
 
 
 
{{Facilities Data Box (Long War)
 
|effect=10% discount on items and 10% refund on materials
 
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)
 
|prerequisites=None
 
|other=10 engineers per [[Workshop (Long War)|Workshop]]
 
|credits=200
 
|alienaloys=0
 
|elerium=0
 
|meld=0
 
|build time=21
 
|quick credits=300
 
|quick alienaloys=0
 
|quick elerium=0
 
|quick meld=10
 
|quick build time=11
 
|maintenance=30
 
|power=4
 
|}}
 
 
 
The '''Workshop''' reduces item cost by 10% and gives a 10% refund on materials.
 
 
 
Each adjacent Workshop, [[Foundry (Long War)|Foundry]] or [[Repair Bay (Long War)|Repair Bay]] reduces item cost by an additional 5% and gives an additional 5% refund on materials.
 
 
 
Multiple Workshops have diminishing returns and discounts and refunds cannot exceed 50%.
 
 
 
==Rebate Equation==
 
0.5 + 0.5 * 0.8 ^ (a + 0.5b) = percent of price you need to pay
 
 
 
Where:<br>
 
a = number of Workshops<br>
 
b = number of adjacency bonuses<br>
 
 
 
==Workshop graph and stats==
 
Values in '''bold''' represent the natural expansion of Workshops in your base. It is assumed that you first build  the Foundry and the Repair Bay, then four Workshops adjacent to them.
 
 
 
[[File:Workshop_graph.png|right|800px]]
 
{| class="wikitable"
 
! Workshops
 
! %
 
|-
 
|'''0.5'''
 
|'''5.28'''
 
|-
 
|1
 
|10.00
 
|-
 
|1.5
 
|14.22
 
|-
 
|'''2'''
 
|'''18.00'''
 
|-
 
|2.5
 
|21.38
 
|-
 
|3
 
|24.40
 
|-
 
|3.5
 
|27.10
 
|-
 
|'''4'''
 
|'''29.52'''
 
|-
 
|4.5
 
|31.68
 
|-
 
|5
 
|33.62
 
|-
 
|'''5.5'''
 
|'''35.35'''
 
|-
 
|6
 
|36.89
 
|-
 
|6.5
 
|38.28
 
|-
 
|7
 
|39.52
 
|-
 
|'''7.5'''
 
|'''40.62'''
 
|-
 
|8
 
|41.61
 
|-
 
|8.5
 
|42.48
 
|-
 
|9
 
|43.29
 
|-
 
|9.5
 
|44.00
 
|-
 
|10
 
|44.63
 
|-
 
|10.5
 
|45.20
 
|-
 
|11
 
|45.71
 
|-
 
|11.5
 
|46.16
 
|-
 
|12
 
|46.57
 
|-
 
|12.5
 
|46.53
 
|-
 
|13
 
|47.25
 
|-
 
|13.5
 
|47.54
 
|-
 
|14
 
|47.80
 
|-
 
|14.5
 
|48.03
 
|-
 
|15
 
|48.24
 
|-
 
|15.5
 
|48.43
 
|-
 
|16
 
|48.59
 
|-
 
|16.5
 
|48.74
 
|-
 
|17
 
|48.88
 
|-
 
|17.5
 
|49.00
 
|-
 
|18
 
|49.10
 
|-
 
 
 
|}
 
  
==See also ==
+
Augment up to 1 soldier at a time to become a MEC. For more information click here: [[MEC_Trooper_(LWR)#Augmentation|MEC Augmentation]]
{{ Facilities (Long War) Navbar}}
 
[[Category: Long War]]
 
[[Category: Facilities (Long War)]]
 

Latest revision as of 23:36, 30 March 2024

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 and Foundry Project Speed

Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):

Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.6 * 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 time by a smaller and smaller amount.

Note that Base Time to build each item in hours is it's build time * the number of engineers required * 72.

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.

Excavations cannot be rushed, and take 8 days to complete.

Rushing

Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.

The Foundry

SHIV-Specific Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV Advancements I Weapons Grants SHIVs Repair Servos and Lock N' Load. Also unlocks the Targeting Motor. 15 Alien Weaponry §40 0 50 0 50 70 6x Drone Wrecks
SHIV Advancements II - Grants SHIVs Damage Control and Shredder. 30 Cyberdisc Autopsy §400 135 25 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 60 0 0 100 6x Mechtoid Core
Heavy Shells Cybernetics All MECs gain HEAT Warheads. 45 Heavy Floater Interrogation §100 480 5 0 0 100 5x Heavy Floater Corpse
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 10 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 Cyberdisc Wreck
Shaped Armor Armor Increases HP of mechanized units (SHIV, MEC) by 3. Grants +10 penetration to the KSM. 35 Berserker Autopsy §20 150 0 20 40 210 4x Berserker 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 grenades +2 damage and HE grenades +3 damage. 30 Muton Autopsy §300 20 75 30 30 140 20x Muton Corpse
Ammo Conservation Weapons Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. 60 Muton Elite Autopsy §150 800 425 0 20 140 10x Muton Elite Corpse
Beam Strengthening Weapons Grants +1 to critical hit damage with all primary laser and pulse weapons. 45 Experimental Warfare §350 90 110 60 15 140 6x UFO Power Source
Condensed Plasma Plasma Weapons
Weapons
Increases the damage of explosives by 1. Allows production of Plasma Grenades and Plasma Stellerators. 90 Light Plasma Weapons §200 0 80 180 0 550 5x Muton Elite Corpse
Enhanced Ballistics Weapons Allows production of Alloy-Jacketed Rounds. 10 Alien Materials §20 10 15 0 0 70 -
Enhanced Lasers Laser Weapons
Weapons
Allows production of Enhanced Beam Optics. 10 Beam Lasers §20 0 45 10 0 70 -
Jellied Elerium Cybernetics Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the Incinerator Module. 45 Elerium §100 0 160 90 20 100 10x Chryssalid Carcass
Quenchguns Gauss Weapons
Weapons
Grants +1 penetration 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 §250 160 130 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 Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%. 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 30 45 50 0 140 16x Drone Wreck
Improved Medikit Cybernetics Increases the max HP medikits can heal by 2. 12 Muton Elite Autopsy §350 0 0 0 50 70 4x Muton Elite Corpse
New Combat Systems - Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §200 30 60 20 0 140 4x Thin Man Corpse
Psi Warfare Systems Psionics Unlocks an assortment of psionic special equipment. 20 Xenopsionics §200 0 15 20 40 140 16x Sectoid Corpse
Tactical Rigging Armor Grants one extra equipment slot to biosoldiers. 20 Muton Interrogation §50 10 120 80 30 70 4x Muton 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 50 0 0 70 -
Rail Pistols Gauss Weapons
Weapons
Grants 10 aim to all pistols. 20 Gauss Weapons §150 10 40 0 0 100 2x Seeker Wreck
Reflex Pistols Plasma Weapons
Weapons
Grants +35% weapon damage to all pistols. 35 Compact Plasma Weapons §250 30 45 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
Advanced Scavenging - Allows for the use of secondary scavenging teams on UFO missions. 15 Alien Materials §150 0 0 0 0 100 -
Improved Salvage - Increases weapon fragment recovery from missions and destroyed UFOs by 20%. 20 Alien Materials §800 0 15 0 50 140 20x Thin Man Corpse
Alien Metallurgy - Increases alien alloy recovery from missions and destroyed UFOs by 20%. 30 Alien Materials §800 10 0 0 50 140 10x Drone Wreck
Alien Nucleonics - Increases elerium recovery from missions and destroyed UFOs by 20%. 45 Alien Materials §800 0 0 10 50 140 24x Sectoid Corpse

Base 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 25%. 45 Alien Biocybernetics §600 0 0 0 0 210 4x Alien Stasis Tank,
4x Alien Surgery
Grey Market - Unlocks the Grey Market. 10 - §10 10 5 10 10 300 1x Sectoid Captive
XCOM Security I - Hires and outfits security personnel to patrol the XCOM base exterior and defend against possible intruders. Any aliens that make it by these patrols will have a 50% chance to lose 30-50% of their HP. Also, any spare advanced rifles will be equipped by interior security personnel during an XCOM base defense mission. 25 Improved Body Armor §200 0 0 0 0 30 -
XCOM Security II - Increases the size of the exterior security patrols and upgrades their training. Any aliens that make it by these patrols will have a 100% chance to lose 30-50% of their HP. Also, any spare advanced armor will be equipped by interior security personnel during an XCOM base defense mission. 25 Beam Lasers
XCOM Security I
§600 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 §50 0 10 0 10 70 2x Seeker Wreck
Armored Fighters Aerospace
Armor
Increases interceptor and firestorm HP by 30%. 30 Advanced Aerospace Concepts §450 120 50 0 25 140 16x Floater Corpse
Cooling Coils Aerospace Increases rate of fire of all air weapons by 30%. 35 Heavy Floater Interrogation §80 320 110 0 0 140 4x Cyberdisc Wreck
4x UFO Flight Computer
Elerium Afterburners Aerospace Increases aircraft battle speed by 10. 45 Alien Propulsion §200 60 0 130 0 140 26x UFO Power Source
Improved Avionics Aerospace Increases aircraft aim by 10. 40 Advanced Aerospace Concepts §400 300 60 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 80 230 0 0 70 12x UFO Power Source
Stealth Satellites - Decreases the success chance of unabetted hunts to 50% (from 100%). 65 Stealth Systems §50 110 0 10 0 80 2x UFO Flight Computer
Supercapacitors Laser Weapons Increases laser cannon damage from 400 to 800. Unlocks Reaper Ammo. 50 Advanced Pulse Lasers §200 70 40 40 30 50 8x UFO Power Source
UFO Countermeasures Aerospace Increases aircraft dodge chance by 10%. 50 Seeker Autopsy §150 40 75 10 0 140 4x Seeker Wreck
12x UFO Flight Computer
UFO Scanners - Increase interception time by 10%.
Adds UFO HP estimates to the interception screen.
10 - §50 0 5 0 0 50 2x UFO Flight Computer
UFO Tracking Aerospace Increases interception time by 20%.
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 §40 10 0 10 0 280 2x UFO Flight Computer

Repair Bay

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

They require 20% 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