Difference between revisions of "Engineering (Long War)"
m (some more detail about the formula) |
m (a few updates to build times) |
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==Build time calculations== |
==Build time calculations== |
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− | Based on Amineri's post [https://www.reddit.com/r/Xcom/comments/37tr7q/lw_210_days_to_manufacture/ here], |
+ | 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 vs. scientists which is a linear relationship). Here is an approximate formula: |
''build time = base time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))'' |
''build time = base time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))'' |
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− | where ''OptimalEngineers'' is the |
+ | 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. |
− | When ''ActualEngineers = OptimalEngineers'', the build time |
+ | When ''ActualEngineers = OptimalEngineers'', the build time is equal to the base time. In most other cases, there is no 'quick' rule of thumb for calculating completion time, that works for all items / projects. 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 present, 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 about twice as many days as the ''base time''. |
+ | |||
+ | 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 another engineer will significantly reduce the completion time. As the number of engineers approaches, or exceeds, the recommended value for that project / item, then adding more 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. |
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==See also== |
==See also== |
Revision as of 17:24, 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, items and Foundry project completion times 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 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.
When ActualEngineers = OptimalEngineers, the build time is equal to the base time. In most other cases, there is no 'quick' rule of thumb for calculating completion time, that works for all items / projects. For example, developing a Foundry project that has OptimalEngineers=60 (e.g. Ammo Conservation), with only half the engineers present, 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. Improved Arc Thrower), with half the engineers on hand, will take about twice as many days as the base time.
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 another engineer will significantly reduce the completion time. As the number of engineers approaches, or exceeds, the recommended value for that project / item, then adding more 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.
See also
Long War: XCOM Facilities | |||||||||||||||||
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