Difference between revisions of "Foundry (Long War)"
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− | {{ |
+ | {{Toc (Long War)|65}} |
+ | |||
− | <div style="float:right">{{Header (Long War)}}__TOC__</div> |
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{{Facilities Data Box (Long War) |
{{Facilities Data Box (Long War) |
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|image=Foundry.jpg |
|image=Foundry.jpg |
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|}} |
|}} |
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+ | 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. |
||
− | ==Overview== |
||
+ | |||
− | 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. |
||
+ | The Foundry cannot be torn down once built. |
||
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. |
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. |
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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. |
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 |
+ | 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. |
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time. |
Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time. |
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{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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" |
||
− | | 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 |
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− | |||
− | |- align="center" |
||
− | | Mechanized Unit Defenses |
||
− | | Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities. |
||
− | | 30 |
||
− | | Advanced Body Armor |
||
− | | §150 |
||
− | | 60 |
||
− | | 25 |
||
− | | 0 |
||
− | | 0 |
||
− | | 10 |
||
− | | 2x Cyberdisc Wreck |
||
|- align="center" |
|- align="center" |
||
| Sentinel Drone |
| Sentinel Drone |
||
+ | | - |
||
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk. |
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk. |
||
| 50 |
| 50 |
||
− | | Cyberdisc Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]] |
| §150 |
| §150 |
||
| 40 |
| 40 |
||
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|- align="center" |
|- align="center" |
||
| SHIV Suppression |
| SHIV Suppression |
||
+ | | Weapons |
||
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''. |
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''. |
||
| 15 |
| 15 |
||
− | | Alien Weaponry |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Weaponry]] |
| §40 |
| §40 |
||
| 0 |
| 0 |
||
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{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
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|- align="center" |
|- align="center" |
||
| Advanced Repair |
| Advanced Repair |
||
+ | | Cybernetics |
||
− | | Increases interceptor, SHIV, and item repair speed. |
||
+ | | Reduces interceptor, MEC, SHIV, and item repair time by about one-third. |
||
| 45 |
| 45 |
||
− | | Heavy Floater Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]] |
| §500 |
| §500 |
||
| 100 |
| 100 |
||
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|- align="center" |
|- align="center" |
||
| Advanced Servomotors |
| Advanced Servomotors |
||
+ | | 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 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 |
+ | | [[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]] |
| §300 |
| §300 |
||
| 60 |
| 60 |
||
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| 14 |
| 14 |
||
| 8x Mechtoid Core |
| 8x Mechtoid Core |
||
+ | |||
+ | |- align="center" |
||
+ | | Field Repairs |
||
+ | | - |
||
+ | | Allows Arc Throwers to be used to repair SHIVS and MECs. |
||
+ | | 15 |
||
+ | | [[Research (Long War)#Alien Autopsies|Drone Autopsy]] |
||
+ | | §100 |
||
+ | | 10 |
||
+ | | 10 |
||
+ | | 10 |
||
+ | | 10 |
||
+ | | 14 |
||
+ | | 10x Drone Wreck |
||
|- align="center" |
|- align="center" |
||
| Jellied Elerium |
| Jellied Elerium |
||
+ | | Cybernetics |
||
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''. |
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''. |
||
| 45 |
| 45 |
||
+ | | [[Research (Long War)#Materials and Aerospace|Elerium]] |
||
− | | Elerium |
||
| §100 |
| §100 |
||
| 40 |
| 40 |
||
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|- align="center" |
|- align="center" |
||
| MEC Close Combat |
| MEC Close Combat |
||
+ | | Cybernetics |
||
− | | 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. |
||
+ | | 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 |
| 50 |
||
− | | Berserker Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Berserker Autopsy]] |
| §300 |
| §300 |
||
| 60 |
| 60 |
||
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|-align="center" |
|-align="center" |
||
| MEC Warfare Systems |
| MEC Warfare Systems |
||
+ | | Cybernetics |
||
− | | Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (Railgun, stronger MEC suits, Flamethrower, etc.). |
||
+ | | Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items. |
||
| 20 |
| 20 |
||
− | | Alien Biocybernetics |
+ | | [[Research (Long War)#Xenology|Alien Biocybernetics]] |
| §25 |
| §25 |
||
| 0 |
| 0 |
||
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| 7 |
| 7 |
||
| - |
| - |
||
+ | |||
+ | |- align="center" |
||
+ | | Mechanized Unit Defenses |
||
+ | | Armor |
||
+ | | Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities. |
||
+ | | 30 |
||
+ | | [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Advanced Body Armor]] |
||
+ | | §150 |
||
+ | | 60 |
||
+ | | 25 |
||
+ | | 0 |
||
+ | | 0 |
||
+ | | 10 |
||
+ | | 2x Cyberdisc Wreck |
||
|- align="center" |
|- align="center" |
||
| Shaped Armor |
| Shaped Armor |
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+ | | Armor |
||
| Increases health of mechanized units (SHIV, MEC) by 3. |
| Increases health of mechanized units (SHIV, MEC) by 3. |
||
| 35 |
| 35 |
||
− | | Floater Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Floater Autopsy]] |
| §300 |
| §300 |
||
| 80 |
| 80 |
||
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{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
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|-align="center" |
|-align="center" |
||
| 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 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. |
||
| 35 |
| 35 |
||
− | | Muton Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Muton Autopsy]] |
| §100 |
| §100 |
||
| 20 |
| 20 |
||
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|-align="center" |
|-align="center" |
||
| Ammo Conservation |
| Ammo Conservation |
||
+ | | Weapons |
||
| Increases the ammo capacity of weapons by 1 shot/burst. |
| Increases the ammo capacity of weapons by 1 shot/burst. |
||
| 60 |
| 60 |
||
− | | Muton Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Muton Autopsy]] |
| §500 |
| §500 |
||
| 80 |
| 80 |
||
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|-align="center" |
|-align="center" |
||
| Enhanced Ballistics |
| Enhanced Ballistics |
||
+ | | Weapons |
||
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1. |
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1. |
||
| 10 |
| 10 |
||
− | | Alien Materials |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Materials]] |
| §80 |
| §80 |
||
| 10 |
| 10 |
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|-align="center" |
|-align="center" |
||
| Enhanced Lasers |
| Enhanced Lasers |
||
+ | | Laser Weapons<br>Weapons |
||
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1. |
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1. |
||
| 30 |
| 30 |
||
− | | Advanced Beam Lasers |
+ | | [[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]] |
| §150 |
| §150 |
||
| 40 |
| 40 |
||
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|- align="center" |
|- align="center" |
||
| Enhanced Plasma |
| Enhanced Plasma |
||
+ | | Plasma Weapons<br>Weapons |
||
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1. |
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1. |
||
| 120 |
| 120 |
||
− | | Precision Plasma Weapons |
+ | | [[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]] |
| §500 |
| §500 |
||
| 100 |
| 100 |
||
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|-align="center" |
|-align="center" |
||
| Quenchguns |
| Quenchguns |
||
+ | | Gauss Weapons<br>Weapons |
||
| Doubles the DR reduction of gauss weapons to 0.67. |
| Doubles the DR reduction of gauss weapons to 0.67. |
||
| 60 |
| 60 |
||
− | | Advanced Gauss Weapons |
+ | | [[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]] |
| §250 |
| §250 |
||
| 40 |
| 40 |
||
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{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
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|-align="center" |
|-align="center" |
||
| Advanced Flight |
| Advanced Flight |
||
+ | | Aerospace |
||
− | | Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the ''Fuel Cell'' item. |
||
+ | | Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV). |
||
| 50 |
| 50 |
||
− | | Antigrav Systems |
+ | | [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Antigrav Systems]] |
| §325 |
| §325 |
||
| 40 |
| 40 |
||
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|-align="center" |
|-align="center" |
||
| Drone Capture |
| Drone Capture |
||
+ | | Cybernetics |
||
| XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture). |
| 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 |
+ | | [[Research (Long War)#Laser and Gauss Weapons|EMP Weapons]] |
− | | § |
+ | | §100 |
| 0 |
| 0 |
||
− | | |
+ | | 50 |
| 10 |
| 10 |
||
| 0 |
| 0 |
||
− | | |
+ | | 14 |
− | | |
+ | | 30x Drone Wreck |
|-align="center" |
|-align="center" |
||
| Improved Arc Thrower |
| 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 successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP). |
||
| 30 |
| 30 |
||
− | | Alien Power Systems |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Power Systems]] |
| §100 |
| §100 |
||
| 40 |
| 40 |
||
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|-align="center" |
|-align="center" |
||
| Improved Medikit |
| Improved Medikit |
||
+ | | Cybernetics |
||
| Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +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 |
+ | | [[Research (Long War)#Alien Autopsies|Thin Man Autopsy]] |
| §180 |
| §180 |
||
| 0 |
| 0 |
||
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|-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. |
||
| 30 |
| 30 |
||
− | | Experimental Warfare |
+ | | [[Research (Long War)#Materials and Aerospace|Experimental Warfare]] |
| §100 |
| §100 |
||
| 30 |
| 30 |
||
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|-align="center" |
|-align="center" |
||
| Psi Warfare Systems |
| Psi Warfare Systems |
||
+ | | Psionics |
||
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment. |
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment. |
||
| 40 |
| 40 |
||
− | | Xenopsionics |
+ | | [[Research (Long War)#Xenology|Xenopsionics]] |
| §100 |
| §100 |
||
| 0 |
| 0 |
||
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|-align="center" |
|-align="center" |
||
| SCOPE Upgrade |
| SCOPE Upgrade |
||
+ | | Weapons |
||
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. |
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%. |
||
| 25 |
| 25 |
||
− | | Experimental Warfare |
+ | | [[Research (Long War)#Materials and Aerospace|Experimental Warfare]] |
| §100 |
| §100 |
||
| 0 |
| 0 |
||
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|-align="center" |
|-align="center" |
||
| Tactical Rigging |
| Tactical Rigging |
||
+ | | Armor |
||
| Grants one extra item slot to soldiers. |
| Grants one extra item slot to soldiers. |
||
| 80 |
| 80 |
||
− | | Muton Elite Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Muton Elite Autopsy]] |
| §500 |
| §500 |
||
| 100 |
| 100 |
||
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===Pistol Upgrades=== |
===Pistol Upgrades=== |
||
+ | These upgrades apply to all pistols and machine pistols. |
||
{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
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|-align="center" |
|-align="center" |
||
| Mag Pistols |
| Mag Pistols |
||
+ | | Weapons |
||
| Grants +8% critical hit chance to all pistols. |
| Grants +8% critical hit chance to all pistols. |
||
| 10 |
| 10 |
||
− | | Alien Weaponry |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Weaponry]] |
| §35 |
| §35 |
||
| 0 |
| 0 |
||
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|-align="center" |
|-align="center" |
||
| Rail Pistols |
| Rail Pistols |
||
+ | | Gauss Weapons<br>Weapons |
||
| Grants +8% aim to all pistols. |
| Grants +8% aim to all pistols. |
||
| 20 |
| 20 |
||
− | | Gauss Weapons |
+ | | [[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]] |
| §90 |
| §90 |
||
| 10 |
| 10 |
||
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|-align="center" |
|-align="center" |
||
| Reflex Pistols |
| Reflex Pistols |
||
+ | | Plasma Weapons<br>Weapons |
||
| Grants +1 base damage to all pistols. |
| Grants +1 base damage to all pistols. |
||
| 35 |
| 35 |
||
− | | Compact Plasma Weapons |
+ | | [[Research (Long War)#Plasma Weapons|Compact Plasma Weapons]] |
| §145 |
| §145 |
||
| 30 |
| 30 |
||
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{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
Line 434: | Line 463: | ||
|-align="center" |
|-align="center" |
||
| Improved Salvage |
| Improved Salvage |
||
+ | | - |
||
| Increases weapon fragment recovery by 20%. |
| Increases weapon fragment recovery by 20%. |
||
| 20 |
| 20 |
||
− | | Alien Materials |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Materials]] |
| §200 |
| §200 |
||
| 40 |
| 40 |
||
Line 447: | Line 477: | ||
|-align="center" |
|-align="center" |
||
| Alien Metallurgy |
| Alien Metallurgy |
||
+ | | - |
||
| Increases alien alloy recovery by 20%. |
| Increases alien alloy recovery by 20%. |
||
| 20 |
| 20 |
||
− | | Alien Materials |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Materials]] |
| §300 |
| §300 |
||
| 30 |
| 30 |
||
Line 460: | Line 491: | ||
|-align="center" |
|-align="center" |
||
| Alien Nucleonics |
| Alien Nucleonics |
||
+ | | - |
||
| Increases elerium recovery by 20%. |
| Increases elerium recovery by 20%. |
||
| 45 |
| 45 |
||
− | | Alien Power Systems |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Power Systems]] |
| §500 |
| §500 |
||
| 120 |
| 120 |
||
Line 475: | Line 507: | ||
{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
Line 481: | Line 513: | ||
|-align="center" |
|-align="center" |
||
| Advanced Surgery |
| Advanced Surgery |
||
+ | | Cybernetics |
||
| Decreases soldier wound times by 30%. |
| Decreases soldier wound times by 30%. |
||
| 45 |
| 45 |
||
− | | Alien Biocybernetics |
+ | | [[Research (Long War)#Xenology|Alien Biocybernetics]] |
| §600 |
| §600 |
||
| 0 |
| 0 |
||
Line 494: | Line 527: | ||
|-align="center" |
|-align="center" |
||
| Base Security: Armor |
| Base Security: Armor |
||
+ | | - |
||
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. |
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission. |
||
| 25 |
| 25 |
||
− | | Improved Body Armor |
+ | | [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Improved Body Armor]] |
| §20 |
| §20 |
||
| 0 |
| 0 |
||
Line 507: | Line 541: | ||
|-align="center" |
|-align="center" |
||
| Base Security: Weapons |
| Base Security: Weapons |
||
+ | | - |
||
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. |
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission. |
||
| 25 |
| 25 |
||
− | | Beam Lasers |
+ | | [[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]] |
| §40 |
| §40 |
||
| 0 |
| 0 |
||
Line 522: | Line 557: | ||
{| class="wikitable" |
{| class="wikitable" |
||
|- align="center" |
|- align="center" |
||
− | !rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
+ | !rowspan="2" | Name !! rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost |
|-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''' |
||
Line 528: | Line 563: | ||
|-align="center" |
|-align="center" |
||
| Aircraft Boosters |
| Aircraft Boosters |
||
+ | | Aerospace<br>Laser Weapons |
||
| Allows production of one-time 'boosters' for interception. |
| Allows production of one-time 'boosters' for interception. |
||
| 10 |
| 10 |
||
− | | Alien Materials |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Materials]] |
| §50 |
| §50 |
||
| 0 |
| 0 |
||
Line 541: | Line 577: | ||
|-align="center" |
|-align="center" |
||
| Armored Fighters |
| Armored Fighters |
||
+ | | Aerospace<br>Armor |
||
| Increases all interceptor HP by 1000. |
| Increases all interceptor HP by 1000. |
||
| 30 |
| 30 |
||
− | | Advanced Aerospace Concepts |
+ | | [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] |
| §400 |
| §400 |
||
| 200 |
| 200 |
||
Line 554: | Line 591: | ||
|-align="center" |
|-align="center" |
||
| Elerium Afterburners |
| Elerium Afterburners |
||
+ | | Aerospace |
||
| Increases interceptor combat time by 5 seconds. |
| Increases interceptor combat time by 5 seconds. |
||
| 45 |
| 45 |
||
− | | Alien Propulsion |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Propulsion]] |
| §200 |
| §200 |
||
| 30 |
| 30 |
||
Line 567: | Line 605: | ||
|-align="center" |
|-align="center" |
||
| Improved Avionics |
| Improved Avionics |
||
+ | | Aerospace |
||
| Increases interceptor aim by 10. |
| Increases interceptor aim by 10. |
||
| 40 |
| 40 |
||
− | | Advanced Aerospace Concepts |
+ | | [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] |
| §400 |
| §400 |
||
| 10 |
| 10 |
||
Line 580: | Line 619: | ||
|-align="center" |
|-align="center" |
||
| Penetrator Weapons |
| Penetrator Weapons |
||
+ | | Aerospace |
||
− | | Increases armor penetration of air weapons by 5. |
||
+ | | Increases armor penetration of air weapons by 25%. |
||
| 35 |
| 35 |
||
− | | Advanced Aerospace Concepts |
+ | | [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] |
| §300 |
| §300 |
||
| 80 |
| 80 |
||
Line 589: | Line 629: | ||
| 0 |
| 0 |
||
| 14 |
| 14 |
||
− | | 3x Cyberdisc Wreck |
+ | | 3x Cyberdisc Wreck<br>3x UFO Flight Computer |
|-align="center" |
|-align="center" |
||
| Phoenix Coilguns |
| Phoenix Coilguns |
||
+ | | Gauss Weapons |
||
− | | Increases the Phoenix Cannon's damage by 90 and armor penetration by 13. |
||
+ | | Increases the Phoenix Cannon's damage by 90 and armor penetration by 65%. |
||
| 50 |
| 50 |
||
− | | Gauss Weapons |
+ | | [[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]] |
| §300 |
| §300 |
||
| 120 |
| 120 |
||
Line 606: | Line 647: | ||
|-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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second). |
||
| 115 |
| 115 |
||
− | | Stealth Systems |
+ | | [[Research (Long War)#Armor.2C MECs.2C and SHIVs|Stealth Systems]] |
| §1200 |
| §1200 |
||
| 200 |
| 200 |
||
Line 619: | Line 661: | ||
|-align="center" |
|-align="center" |
||
| Supercapacitors |
| Supercapacitors |
||
+ | | Laser Weapons |
||
− | | Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75. |
||
+ | | Upgrades Laser Cannon damage by 10, armor penetration by 30%, and increases rate of fire from 1 to 0.75. |
||
| 70 |
| 70 |
||
− | | Advanced Pulse Lasers |
+ | | [[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]] |
| §800 |
| §800 |
||
− | | |
+ | | 150 |
| 100 |
| 100 |
||
| 200 |
| 200 |
||
− | | |
+ | | 80 |
| 21 |
| 21 |
||
| 6x UFO Power Source |
| 6x UFO Power Source |
||
Line 632: | Line 675: | ||
|-align="center" |
|-align="center" |
||
| Super Skyranger |
| 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. |
| 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 |
+ | | [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] |
| §200 |
| §200 |
||
| 60 |
| 60 |
||
Line 645: | Line 689: | ||
|-align="center" |
|-align="center" |
||
| UFO Countermeasures |
| UFO Countermeasures |
||
+ | | Aerospace |
||
| Increases interceptor dodge chance by +15%. |
| Increases interceptor dodge chance by +15%. |
||
| 50 |
| 50 |
||
− | | Seeker Autopsy |
+ | | [[Research (Long War)#Alien Autopsies|Seeker Autopsy]] |
| §350 |
| §350 |
||
| 10 |
| 10 |
||
Line 654: | Line 699: | ||
| 0 |
| 0 |
||
| 14 |
| 14 |
||
− | | 4x Seeker |
+ | | 4x Seeker Wreck<br>4x 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. |
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete. |
||
| 40 |
| 40 |
||
− | | Advanced Aerospace Concepts |
+ | | [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] |
| §65 |
| §65 |
||
| 10 |
| 10 |
||
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|-align="center" |
|-align="center" |
||
| UFO Tracking |
| UFO Tracking |
||
+ | | Aerospace |
||
− | | 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 |
+ | | [[Research (Long War)#Materials and Aerospace|Alien Power Systems]] |
| §300 |
| §300 |
||
| 20 |
| 20 |
||
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|-align="center" |
|-align="center" |
||
| Wingtip Sparrowhawks |
| Wingtip Sparrowhawks |
||
+ | | Aerospace<br>Gauss Weapons |
||
− | | Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons. |
||
+ | | Grants interceptors secondary armor-piercing missiles (1/2 Stingray Missile damage) in addition to their primary weapons. |
||
| 50 |
| 50 |
||
− | | Advanced Aerospace Concepts |
+ | | [[Research (Long War)#Materials and Aerospace|Advanced Aerospace Concepts]] |
| §400 |
| §400 |
||
| 80 |
| 80 |
Latest revision as of 07:10, 29 November 2021
Effect | Development of new combat items and improvements to current items | |||||||||
Adjacency Bonus | Workshop (+5% discount/refund) | |||||||||
Prerequisites | None | |||||||||
Other | None | |||||||||
Build costs |
| |||||||||
Normal |
| |||||||||
Quick |
| |||||||||
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.
The Foundry cannot be torn down once built.
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
SHIV-Specific Upgrades
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
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 |
SHIV Suppression | Weapons | 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 | - |
General Mechanical Unit Upgrades
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Advanced Repair | Cybernetics | Reduces interceptor, MEC, SHIV, and item repair time by about one-third. | 45 | Heavy Floater Autopsy | §500 | 100 | 0 | 0 | 80 | 21 | 4x Heavy Floater Corpse |
Advanced Servomotors | Cybernetics | 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 | 70 | 14 | 8x Mechtoid Core |
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 |
Jellied Elerium | Cybernetics | Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the Incinerator Module. | 45 | Elerium | §100 | 40 | 50 | 80 | 40 | 10 | - |
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 |
MEC Warfare Systems | Cybernetics | Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items. | 20 | Alien Biocybernetics | §25 | 0 | 0 | 0 | 0 | 7 | - |
Mechanized Unit Defenses | Armor | Unlocks the Core Armoring and Alloy Carbide Plating items for MECs and SHIVs to increase their defensive capabilities. | 30 | Advanced Body Armor | §150 | 60 | 25 | 0 | 0 | 10 | 2x Cyberdisc Wreck |
Shaped Armor | Armor | Increases health of mechanized units (SHIV, MEC) by 3. | 35 | Floater Autopsy | §300 | 80 | 0 | 40 | 40 | 21 | 25x Floater Corpse |
General Weapon Upgrades
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
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%. Bonuses also apply to the MEC Grenade Launcher. |
35 | Muton Autopsy | §100 | 20 | 20 | 50 | 0 | 7 | 1x Alien Grenade (from live capture) |
Ammo Conservation | Weapons | Increases the ammo capacity of weapons by 1 shot/burst. | 60 | Muton Autopsy | §500 | 80 | 100 | 0 | 50 | 14 | 20x Muton Corpses |
Enhanced Ballistics | Weapons | Unlocks Alloy-Jacketed Rounds, which increases ballistic/gauss weapon damage by +1. | 10 | Alien Materials | §80 | 10 | 20 | 0 | 0 | 7 | - |
Enhanced Lasers | Laser Weapons Weapons |
Unlocks Enhanced Beam Optics, which increases beam/pulse Laser weapons damage by +1. | 30 | Advanced Beam Lasers | §150 | 40 | 15 | 0 | 0 | 14 | - |
Enhanced Plasma | Plasma Weapons Weapons |
All plasma-tier weapons receive +1 base damage. Also unlocks Plasma Stellerator, which increases plasma weapons damage by +1. | 120 | Precision Plasma Weapons | §500 | 100 | 100 | 100 | 0 | 21 | 1x Plasma Dragon |
Quenchguns | Gauss Weapons Weapons |
Doubles the DR reduction of gauss weapons to 0.67. | 60 | Advanced Gauss Weapons | §250 | 40 | 80 | 50 | 25 | 14 | 2x Alien Carbine |
General Equipment Upgrades
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Advanced Flight | Aerospace | Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV). | 50 | Antigrav Systems | §325 | 40 | 0 | 40 | 0 | 14 | 5x Drone Wreck, 5x Heavy Floater Corpse, 5x Cyberdisc Wreck |
Drone Capture | 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 |
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). | 30 | Alien Power Systems | §100 | 40 | 30 | 40 | 0 | 14 | 10x Drone Wreck |
Improved Medikit | Cybernetics | 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 | 20 | 7 | 20x Thin Man Corpse |
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 | - |
Psi Warfare Systems | Psionics | Like New Combat Systems, unlocks an assortment of psionic special equipment. | 40 | Xenopsionics | §100 | 0 | 30 | 20 | 40 | 14 | 12x Sectoid Corpse |
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 |
Tactical Rigging | Armor | Grants one extra item slot to soldiers. | 80 | Muton Elite Autopsy | §500 | 100 | 100 | 0 | 60 | 21 | 20x Muton Elite Corpse |
Pistol Upgrades
These upgrades apply to all pistols and machine pistols.
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Mag Pistols | Weapons | Grants +8% critical hit chance to all pistols. | 10 | Alien Weaponry | §35 | 0 | 5 | 0 | 0 | 7 | - |
Rail Pistols | Gauss Weapons Weapons |
Grants +8% aim to all pistols. | 20 | Gauss Weapons | §90 | 10 | 35 | 0 | 0 | 10 | - |
Reflex Pistols | Plasma Weapons Weapons |
Grants +1 base damage to all pistols. | 35 | Compact Plasma Weapons | §145 | 30 | 60 | 30 | 0 | 14 | 1x Alien Pistol |
Material Recovery
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Improved Salvage | - | Increases weapon fragment recovery by 20%. | 20 | Alien Materials | §200 | 40 | 0 | 20 | 40 | 14 | - |
Alien Metallurgy | - | Increases alien alloy recovery by 20%. | 20 | Alien Materials | §300 | 30 | 0 | 10 | 100 | 14 | - |
Alien Nucleonics | - | Increases elerium recovery by 20%. | 45 | Alien Power Systems | §500 | 120 | 0 | 40 | 150 | 14 | - |
Base Security Upgrades
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Advanced Surgery | Cybernetics | Decreases soldier wound times by 30%. | 45 | Alien Biocybernetics | §600 | 0 | 0 | 0 | 0 | 21 | 12x Alien Stasis Tank, 12x Alien Surgery |
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 | - |
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 | - |
Aerospace Improvements
Name | Credit type | Effects | Prerequisites | Cost | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Other | |||||||||||
Aircraft Boosters | Aerospace Laser Weapons |
Allows production of one-time 'boosters' for interception. | 10 | Alien Materials | §50 | 0 | 10 | 0 | 10 | 7 | - |
Armored Fighters | Aerospace Armor |
Increases all interceptor HP by 1000. | 30 | Advanced Aerospace Concepts | §400 | 200 | 0 | 60 | 70 | 14 | 30x Floater Corpse |
Elerium Afterburners | Aerospace | Increases interceptor combat time by 5 seconds. | 45 | Alien Propulsion | §200 | 30 | 0 | 30 | 0 | 14 | 2x UFO Power Source |
Improved Avionics | Aerospace | Increases interceptor aim by 10. | 40 | Advanced Aerospace Concepts | §400 | 10 | 50 | 0 | 0 | 14 | 3x UFO Flight Computer |
Penetrator Weapons | Aerospace | Increases armor penetration of air weapons by 25%. | 35 | Advanced Aerospace Concepts | §300 | 80 | 45 | 0 | 0 | 14 | 3x Cyberdisc Wreck 3x UFO Flight Computer |
Phoenix Coilguns | Gauss Weapons | Increases the Phoenix Cannon's damage by 90 and armor penetration by 65%. | 50 | Gauss Weapons | §300 | 120 | 100 | 60 | 40 | 14 | 2x UFO Power Source |
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 | Laser Weapons | Upgrades Laser Cannon damage by 10, armor penetration by 30%, and increases rate of fire from 1 to 0.75. | 70 | Advanced Pulse Lasers | §800 | 150 | 100 | 200 | 80 | 21 | 6x UFO Power Source |
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 | 60 | 0 | 0 | 0 | 14 | - |
UFO Countermeasures | Aerospace | Increases interceptor dodge chance by +15%. | 50 | Seeker Autopsy | §350 | 10 | 40 | 60 | 0 | 14 | 4x Seeker Wreck 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 | §65 | 10 | 0 | 10 | 0 | 14 | 2x UFO Flight Computer |
UFO Tracking | Aerospace | 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 |
Wingtip Sparrowhawks | Aerospace Gauss Weapons |
Grants interceptors secondary armor-piercing missiles (1/2 Stingray Missile damage) in addition to their primary weapons. | 50 | Advanced Aerospace Concepts | §400 | 80 | 40 | 20 | 40 | 21 | - |