Difference between revisions of "Foundry (Long War)"

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m (Fixed Field Repair cost)
m (→‎Foundry Projects: update costs/descriptions.)
Line 78: Line 78:
 
| 0
 
| 0
 
| 10
 
| 10
| 2x Cyberdisk Wreck
+
| 2x Cyberdisc Wreck
  
 
|- align="center"
 
|- align="center"
 
| SHIV Suppression
 
| SHIV Suppression
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat
+
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''.
 
| 15
 
| 15
 
| Alien Weaponry
 
| Alien Weaponry
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| 0
 
| 0
 
| 21
 
| 21
| 5x Drone Wreck, <br> 5x UFO Flight Computer
+
| 1x Drone Wreck, <br /> 1x UFO Flight Computer
 
|-
 
|-
 
!colspan="11" | General Mechanical Unit Upgrades
 
!colspan="11" | General Mechanical Unit Upgrades
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|- align="center"
 
|- align="center"
 
| Advanced Servomotors
 
| Advanced Servomotors
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for MECs/SHIVs
+
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs.
 
| 45
 
| 45
 
| Mechtoid Autopsy
 
| Mechtoid Autopsy
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|- align="center"
 
|- align="center"
 
| Advanced Repair
 
| Advanced Repair
| Increases Interceptor and SHIV repair speed
+
| Increases interceptor, SHIV, and item repair speed.
 
| 45
 
| 45
 
| Heavy Floater Autopsy
 
| Heavy Floater Autopsy
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|- align="center"
 
|- align="center"
 
| Shaped Armor
 
| Shaped Armor
| Increases health of mechanised units (SHIV, MEC)
+
| Increases health of mechanized units (SHIV, MEC) by 3.
 
| 35
 
| 35
 
| Floater Autopsy
 
| Floater Autopsy
Line 151: Line 151:
 
|- align="center"
 
|- align="center"
 
| MEC Close Combat
 
| MEC Close Combat
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn
+
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn.
 
| 50
 
| 50
 
| Berserker Autopsy
 
| Berserker Autopsy
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|- align="center"
 
|- align="center"
 
| Jellied Elerium
 
| Jellied Elerium
| Increases Flamethrower damage by ~50%.
+
| Changes the flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''.
 
| 25
 
| 25
 
| Elerium
 
| Elerium
Line 178: Line 178:
 
|-align="center"
 
|-align="center"
 
| MEC Warfare Systems
 
| MEC Warfare Systems
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)
+
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (railgun, stronger MEC suits, flamethrower, etc.).
 
| 20
 
| 20
 
| Alien Biocybernetics
 
| Alien Biocybernetics
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|-align="center"
 
|-align="center"
 
| Enhanced Ballistics
 
| Enhanced Ballistics
| Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs.
+
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1.
 
| 10
 
| 10
 
| Alien Materials
 
| Alien Materials
Line 209: Line 209:
 
|-align="center"
 
|-align="center"
 
| Enhanced Lasers
 
| Enhanced Lasers
| Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs.
+
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse laser weapon damage by +1.
 
| 55
 
| 55
 
| Advanced Beam Lasers
 
| Advanced Beam Lasers
Line 222: Line 222:
 
|- align="center"
 
|- align="center"
 
| Enhanced Plasma
 
| Enhanced Plasma
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs.
+
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapon damage by +1.
 
| 75
 
| 75
 
| Precision Plasma Weapons
 
| Precision Plasma Weapons
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| §600
 
| §600
 
| 130
 
| 130
| 40
 
 
| 100
 
| 100
 +
| 0
 
| 40
 
| 40
 
| 14
 
| 14
Line 253: Line 253:
 
|-align="center"
 
|-align="center"
 
| Mag Pistols
 
| Mag Pistols
| Grants + 10% Critical hit chance to all pistols  
+
| Grants +8% critical hit chance to all pistols.
 
| 10
 
| 10
 
| Alien Weaponry
 
| Alien Weaponry
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|-align="center"
 
|-align="center"
 
| Rail Pistols
 
| Rail Pistols
| Grants +10% Aim to all pistols
+
| Grants +8% aim to all pistols.
 
| 20
 
| 20
 
| Gauss Weapons
 
| Gauss Weapons
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|-align="center"
 
|-align="center"
 
| Reflex Pistols
 
| Reflex Pistols
| Grants +1 damage to all pistols
+
| Grants +1 base damage to all pistols.
 
| 35
 
| 35
 
| Compact Plasma Weapons
 
| Compact Plasma Weapons
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| 0
 
| 0
 
| 14
 
| 14
| -
+
| 1x Alien Pistol
  
 
|-align="center"
 
|-align="center"
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|-align="center"
 
|-align="center"
 
| Improved Salvage
 
| Improved Salvage
| Increases weapon fragment recovery from combat by 25%
+
| Increases weapon fragment recovery by 20%.
 
| 20
 
| 20
 
| Alien Materials
 
| Alien Materials
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|-align="center"
 
|-align="center"
 
| Alien Metallurgy
 
| Alien Metallurgy
| Increases alloy salvage from crash sites by between 15 and 20 percent
+
| Increases alien alloy recovery by 20%.
 
| 20
 
| 20
 
| Alien Materials
 
| Alien Materials
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|-align="center"
 
|-align="center"
 
| Alien Nucleonics
 
| Alien Nucleonics
| Increases Elerium recovery from combat.
+
| Increases elerium recovery by 20%.
 
| 45
 
| 45
 
| Alien Power Systems
 
| Alien Power Systems
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|-align="center"
 
|-align="center"
 
| Aircraft Boosters
 
| Aircraft Boosters
| Allows production of usable 'booster' items for interception
+
| Allows production of one-time 'boosters' for interception.
 
| 10
 
| 10
 
| Alien Materials
 
| Alien Materials
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|-align="center"
 
|-align="center"
 
| Elerium Afterburners
 
| Elerium Afterburners
| Increases Interceptor combat time. <br/> (Increases combat time by 5 seconds)
+
| Increases interceptor combat time by 5 seconds.
 
| 45
 
| 45
 
| Alien Propulsion
 
| Alien Propulsion
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| 0
 
| 0
 
| 14
 
| 14
| 2x Alien Power Source
+
| 2x UFO Power Source
  
 
|-align="center"
 
|-align="center"
 
| Armored Fighters
 
| Armored Fighters
| Increases Interceptor HP. <br/>(Adds 1000 hp to all interceptors)
+
| Increases all interceptor HP by 1000.
 
| 30
 
| 30
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
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|-align="center"
 
|-align="center"
 
| Wingtip Sparrowhawks
 
| Wingtip Sparrowhawks
| Grants Interceptors secondary armor-piercing missiles. <br/> (Each missile does 1/2 stingray damage)
+
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.
 
| 55
 
| 55
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
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|-align="center"
 
|-align="center"
 
| Penetrator Weapons
 
| Penetrator Weapons
| Increases armor penetration of air-to-air weapons. <br/> (Increases interceptor armor penetration by 5)
+
| Increases armor penetration of air weapons by 5.
 
| 35
 
| 35
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
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| 0
 
| 0
 
| 14
 
| 14
| 3x Cyberdisc Wreck,<br> 3x UFO Flight Computers
+
| 3x Cyberdisc Wreck,<br /> 3x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
 
| Super Skyranger
 
| Super Skyranger
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault
+
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
 
| 35
 
| 35
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
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|-align="center"
 
|-align="center"
 
| Improved Avionics
 
| Improved Avionics
| Increases Interceptor hit chance. <br/>(Increases interceptor aim by 10)
+
| Increases interceptor aim by 10.
 
| 40
 
| 40
 
| Advanced Aerospace Concepts
 
| Advanced Aerospace Concepts
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| 0
 
| 0
 
| 14
 
| 14
| 3x UFO Flight Computers
+
| 3x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
 
| Stealth Satellites
 
| Stealth Satellites
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)
+
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
 
| 115
 
| 115
 
| Stealth Systems
 
| Stealth Systems
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| 0  
 
| 0  
 
| 28
 
| 28
| 10x UFO Flight Computer, <br> 10x Seeker Wreck
+
| 10x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
 
| Supercapacitors
 
| Supercapacitors
| Upgrades fire rate and armor penetration of aerial Laser Cannons. <br/> (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75)
+
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.
 
| 70
 
| 70
 
| Advanced Pulse Lasers
 
| Advanced Pulse Lasers
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|-align="center"
 
|-align="center"
 
| UFO Countermeasures
 
| UFO Countermeasures
| Increases Interceptor dodge chance. <br/> (Reduces UFO aim by 15)
+
| Increases interceptor dodge chance by +15%.
 
| 50
 
| 50
 
| Seeker Autopsy
 
| Seeker Autopsy
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| 0
 
| 0
 
| 14
 
| 14
| 4x Seeker Wrecks,<br> 4x UFO Flight Computer
+
| 4x Seeker Wrecks,<br /> 4x UFO Flight Computer
 +
 
 +
|-align="center"
 +
| UFO Scanners
 +
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
 +
| 40
 +
| Advanced Aerospace Concepts
 +
| §250
 +
| 10
 +
| 0
 +
| 60
 +
| 0
 +
| 14
 +
| 4x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
 
| UFO Tracking
 
| UFO Tracking
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions
+
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
 
| 40
 
| 40
 
| Alien Power Systems
 
| Alien Power Systems
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| 0
 
| 0
 
| 28
 
| 28
| 2x UFO Power Source, <br> 2x UFO Flight Computer
+
| 2x UFO Flight Computer
  
 
|-align="center"
 
|-align="center"
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|-align="center"
 
|-align="center"
 
| Drone Capture
 
| Drone Capture
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.
+
| XCOM can now use the arc thrower to capture enemy drones for the duration of the combat mission (100% chance to capture).
| 75
+
| 95
 
| EMP Weapons
 
| EMP Weapons
 
| §350
 
| §350
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|-align="center"
 
|-align="center"
 
| Improved Arc Thrower
 
| Improved Arc Thrower
| Increases stunning ability of the Arc Thrower
+
| Increases the successful stun rate of the arc thrower in combat (57%/57%/57%/55%/48%/42%).
 
| 30
 
| 30
 
| Alien Power Systems
 
| Alien Power Systems
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| 40
 
| 40
 
| 30
 
| 30
| 30
+
| 40
 
| 0  
 
| 0  
 
| 14
 
| 14
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|-align="center"
 
|-align="center"
 
| Alien Grenades
 
| Alien Grenades
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2<br>Also increases the firepower of the MEC Grenade Launcher
+
| 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%.
 
| 35
 
| 35
 
| Muton Autopsy
 
| Muton Autopsy
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|-align="center"
 
|-align="center"
 
| Advanced Surgery
 
| Advanced Surgery
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.
+
| Decreases soldier wound times by 30%.
 
| 45
 
| 45
 
| Alien Biocybernetics
 
| Alien Biocybernetics
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| 0
 
| 0
 
| 21
 
| 21
| 12x Alien Surgery,<br> 12x Alien Stasis Tank
+
| 12x Alien Stasis Tank,<br /> 12x Alien Surgery
  
 
|-align="center"
 
|-align="center"
 
| Improved Medikit
 
| Improved Medikit
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge
+
| Increases medikit healing by +3 HP per charge, and restorative mist healing by +2 HP per charge.
 
| 12
 
| 12
 
| Thin Man Autopsy
 
| Thin Man Autopsy
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| 10
 
| 10
 
| 7
 
| 7
| 20x Thin Man Corpses
+
| 20x Thin Man Corpse
  
 
|-align="center"
 
|-align="center"
 
| Advanced Flight
 
| Advanced Flight
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)
+
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the ''Fuel Cell'' item.
 
| 50
 
| 50
 
| Antigrav Systems
 
| Antigrav Systems
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| 0
 
| 0
 
| 14
 
| 14
| 2x Drone Wreck, <br> 2x Heavy Floater Corpse, <br> 5x Cyberdisc Wreck
+
| 5x Drone Wreck, <br /> 5x Heavy Floater Corpse, <br /> 5x Cyberdisc Wreck
  
 
|-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 [[Equipment (Long War)|gear options]] in combination with other technologies and projects.
| 25
+
| 30
 
| Experimental Warfare
 
| Experimental Warfare
 
| §100
 
| §100
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|-align="center"
 
|-align="center"
 
| SCOPE Upgrade
 
| SCOPE Upgrade
| SCOPE increases user's chance of scoring a critical hit chance by 10%<br>and increases critical hit chance when using Laser Sight by 5%
+
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.
 
| 25
 
| 25
 
| Experimental Warfare
 
| Experimental Warfare
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| 0
 
| 0
 
| 7
 
| 7
| -
+
| 1x SCOPE
  
 
|-align="center"
 
|-align="center"
 
| Psi Warfare Systems
 
| Psi Warfare Systems
| Unlocks special psionic gear
+
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment.
| 25
+
| 40
 
| Xenopsionics
 
| Xenopsionics
 
| §100
 
| §100
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| 20
 
| 20
 
| 14
 
| 14
| 12x Sectoid Corpses
+
| 12x Sectoid Corpse
  
 
|-align="center"
 
|-align="center"
 
| Base Security: Weapons
 
| Base Security: Weapons
| Blueshirts equip any spare Laser Rifles during an HQ Defense Mission
+
| Any spare laser rifles will be equipped by base security personnel during a HQ defense mission.
 
| 25
 
| 25
 
| Beam Lasers
 
| Beam Lasers
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|-align="center"
 
|-align="center"
 
| Base Security: Armor
 
| Base Security: Armor
| Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission
+
| Any spare phalanx armor will be equipped by base security personnel during a HQ defense mission.
 
| 25
 
| 25
 
| Improved Body Armor
 
| Improved Body Armor

Revision as of 00:21, 6 March 2015

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Long War Main Page
Foundry.jpg
Effect Development of new combat items and improvements to current items
Adjacency Bonus Workshop
(+5% discount/refund)
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§200 | 0 | 0 | 0 | 18
Quick
§300 | 0 | 0 | 10 | 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 is unlocked very early during the campaign 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.

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.

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.

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 page.

Many foundry projects bear the same name and effects as their original incarnation, though with differing costs, requirements, and time.







Foundry Projects

Projects
Name Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV-Specific Upgrades
Field Repairs Allows arc throwers to be used to repair SHIVS and MECs 15 Drone Autopsy §100 10 10 10 5 14 10x Drone Wreck
SHIV Defenses Unlocks two new utility items for SHIVs to increase their defensive capabilities 30 Mobile Power Armor §150 60 25 0 0 10 2x Cyberdisc Wreck
SHIV Suppression Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat. Also unlocks Advanced Suppression Module. 15 Alien Weaponry §40 0 5 0 0 7 -
Sentinel Drone Grants SHIVs the Repair Servos and Close Combat Specialist perk. 50 Cyberdisc Autopsy §150 40 0 20 0 21 1x Drone Wreck,
1x UFO Flight Computer
General Mechanical Unit Upgrades
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Servomotors All SHIVs and MECs are granted the Sprinter perk upon completing the project. Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. 45 Mechtoid Autopsy §300 60 0 40 35 14 8x Mechtoid Core
Advanced Repair Increases interceptor, SHIV, and item repair speed. 45 Heavy Floater Autopsy §500 100 0 0 40 21 4x Heavy Floater Corpse
Shaped Armor Increases health of mechanized units (SHIV, MEC) by 3. 35 Floater Autopsy §300 80 0 40 20 21 25x Floater Corpses
MEC Close Combat Grants all MECs the MEC Close Combat perk, increasing Kinetic Strike damage by 50%. 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 20 7 8x Berserker Corpse
Jellied Elerium Changes the flamethrower to conduct panic rolls with a 80 will test, and unlocks the Incinerator Module. 25 Elerium §100 40 50 80 20 10 -


MEC Warfare Systems Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (railgun, stronger MEC suits, flamethrower, etc.). 20 Alien Biocybernetics §25 0 0 0 0 7 -
General Weapon Upgrades
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Enhanced Ballistics Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1. 10 Alien Materials §80 10 20 0 0 7 -
Enhanced Lasers Unlocks Enhanced Beam Optics, which increases beam/pulse laser weapon damage by +1. 55 Advanced Beam Lasers §150 40 15 0 0 14 -
Enhanced Plasma All plasma-tier weapons receive +1 base damage. Also unlocks Plasma Stellerator, which increases plasma weapon damage by +1. 75 Precision Plasma Weapons §500 100 100 100 0 21 1x Plasma Dragon
Ammo Conservation Increases the ammo capacity of weapons by 1 shot/burst. 75 Muton Autopsy §600 130 100 0 40 14 20x Muton Corpses
Pistol Upgrades
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Mag Pistols Grants +8% critical hit chance to all pistols. 10 Alien Weaponry §35 0 5 0 0 7 -
Rail Pistols Grants +8% aim to all pistols. 20 Gauss Weapons §90 10 35 0 0 10 -
Reflex Pistols Grants +1 base damage to all pistols. 35 Compact Plasma Weapons §145 30 60 30 0 14 1x Alien Pistol
Material Recovery
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Improved Salvage Increases weapon fragment recovery by 20%. 20 Alien Materials §200 40 0 20 20 14 -
Alien Metallurgy Increases alien alloy recovery by 20%. 20 Alien Materials §300 30 0 10 60 14 -
Alien Nucleonics Increases elerium recovery by 20%. 45 Alien Power Systems §500 120 0 40 75 14 -
Aerospace Improvements
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Allows production of one-time 'boosters' for interception. 10 Alien Materials §50 0 10 0 10 7 -
Elerium Afterburners Increases interceptor combat time by 5 seconds. 45 Alien Propulsion §200 30 0 30 0 14 2x UFO Power Source
Armored Fighters Increases all interceptor HP by 1000. 30 Advanced Aerospace Concepts §400 200 0 60 35 14 30x Floater Corpse
Wingtip Sparrowhawks Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons. 55 Advanced Aerospace Concepts §500 120 80 20 80 21 -
Penetrator Weapons Increases armor penetration of air weapons by 5. 35 Advanced Aerospace Concepts §300 80 45 0 0 14 3x Cyberdisc Wreck,
3x UFO Flight Computer
Super Skyranger 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 60 0 0 0 14 -
Improved Avionics Increases interceptor aim by 10. 40 Advanced Aerospace Concepts §400 10 50 0 0 14 3x UFO Flight Computer
Stealth Satellites Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second). 115 Stealth Systems §1200 200 0 200 0 28 10x UFO Flight Computer
Supercapacitors Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75. 70 Advanced Pulse Lasers §800 200 100 200 50 21 6x UFO Power Source
UFO Countermeasures Increases interceptor dodge chance by +15%. 50 Seeker Autopsy §350 10 40 60 0 14 4x Seeker Wrecks,
4x UFO Flight Computer
UFO Scanners Add UFO HP display to the interception screen for UFO classes that have their analyses complete. 40 Advanced Aerospace Concepts §250 10 0 60 0 14 4x UFO Flight Computer
UFO Tracking Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions. 40 Alien Power Systems §300 20 0 40 0 28 2x UFO Flight Computer
Miscellaneous
Name Effects
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Drone Capture XCOM can now use the arc thrower to capture enemy drones for the duration of the combat mission (100% chance to capture). 95 EMP Weapons §350 0 100 10 0 21 50x Drone Wreck
Improved Arc Thrower Increases the successful stun rate of the arc thrower in combat (57%/57%/57%/55%/48%/42%). 30 Alien Power Systems §100 40 30 40 0 14 10x Drone Wreck
Tactical Rigging Grants one extra item slot to soldiers. 60 Muton Elite Autopsy §500 0 0 50 10 21 20x Muton Elite Corpse
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%. 35 Muton Autopsy §100 20 20 50 0 7 1x Alien Grenade
Advanced Surgery Decreases soldier wound times by 30%. 45 Alien Biocybernetics §600 0 0 0 0 21 12x Alien Stasis Tank,
12x Alien Surgery
Improved Medikit Increases medikit healing by +3 HP per charge, and restorative mist healing by +2 HP per charge. 12 Thin Man Autopsy §180 0 0 0 10 7 20x Thin Man Corpse
Advanced Flight Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the Fuel Cell item. 50 Antigrav Systems §325 40 0 40 0 14 5x Drone Wreck,
5x Heavy Floater Corpse,
5x Cyberdisc Wreck
New Combat Systems Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §100 30 50 20 0 14 -
SCOPE Upgrade 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
Psi Warfare Systems Like New Combat Systems, unlocks an assortment of psionic special equipment. 40 Xenopsionics §100 0 30 20 20 14 12x Sectoid Corpse
Base Security: Weapons Any spare laser rifles will be equipped by base security personnel during a HQ defense mission. 25 Beam Lasers §40 0 0 0 0 3 -
Base Security: Armor Any spare phalanx armor will be equipped by base security personnel during a HQ defense mission. 25 Improved Body Armor §20 0 0 0 0 3 -

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop