Difference between revisions of "Engineering (Long War)"
m (some more detail about the formula) |
|||
Line 40: | Line 40: | ||
where ''OptimalEngineers'' is the 'optimal' number of engineers needed to achieve the listed ''base time'' or project duration, as specified in the item / project tables. ''ActualEngineers'' is the number of available engineers. | where ''OptimalEngineers'' is the 'optimal' number of engineers needed to achieve the listed ''base time'' or project duration, as specified in the item / project tables. ''ActualEngineers'' is the number of available engineers. | ||
− | When ''ActualEngineers = OptimalEngineers'', the build time will be the same as the base time. If only half of the ''OptimalEngineers'' are available, the build time will be 6.5 longer than the base time. If, for example, [[Foundry (Long War)|Ammo Conservation]] Foundry project is initiated with 30 engineers on staff (half of the optimal number), the initial project time will be 92 days instead of the standard 14 days. However, as more engineers are recruited, the project duration is significantly reduced due to the exponential relationship. Increasing the number of engineers from 30 to 31 in the above example will shorten the project time by about 10 days. | + | When ''ActualEngineers = OptimalEngineers'', the build time will be the same as the base time. If only half of the ''OptimalEngineers'' are available, the build time will be 6.5 longer than the base time. If, for example, [[Foundry (Long War)|Ammo Conservation]] Foundry project is initiated with 30 engineers on staff (half of the optimal number), the initial project time will be 92 days instead of the standard 14 days. However, as more engineers are recruited, the project duration is significantly reduced due to the exponential relationship (at least initially). Increasing the number of engineers from 30 to 31 in the above example will shorten the project time by about 10 days. As the total number of engineers increases, each new engineer reduces build time by a smaller amount. Also, based on the formula, the build times are limited to ''0.5*base time'', when building at a normal speed, and ''0.25*base time'' when building quickly. |
==See also== | ==See also== |
Revision as of 12:54, 6 May 2017
There are several key differences between engineering in Long War versus vanilla:
There are only 3 ways to get more engineers:
- Mission rewards
- From the end-of-the-month continent-reward for satellite covered nations
- From nation requests in exchange for materials, equipment, corpses or captured aliens
Workshops do NOT increase the number of engineers!
Almost 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.
Build time calculations
Based on Amineri's post here, item build time and Foundry project duration vary exponentially with the number of available engineers (unlike research time vs. scientists which is a linear relationship). Here is an approximate formula:
build time = base time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))
where OptimalEngineers is the 'optimal' number of engineers needed to achieve the listed base time or project duration, as specified in the item / project tables. ActualEngineers is the number of available engineers.
When ActualEngineers = OptimalEngineers, the build time will be the same as the base time. If only half of the OptimalEngineers are available, the build time will be 6.5 longer than the base time. If, for example, Ammo Conservation Foundry project is initiated with 30 engineers on staff (half of the optimal number), the initial project time will be 92 days instead of the standard 14 days. However, as more engineers are recruited, the project duration is significantly reduced due to the exponential relationship (at least initially). Increasing the number of engineers from 30 to 31 in the above example will shorten the project time by about 10 days. As the total number of engineers increases, each new engineer reduces build time by a smaller amount. Also, based on the formula, the build times are limited to 0.5*base time, when building at a normal speed, and 0.25*base time when building quickly.
See also
Long War: XCOM Facilities | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||
|