Research

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Research Tree

You are given Laser Weapons, Medi-Kits, and Motion Scanners as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores. You need scientists and laboratories to do research, 100 scientists and 2 laboratories are recommended if you can afford it. Don't forget to build the Alien Containment area!

Research often opens up other research topics, sometimes more than one. Indeed, only three aliens need to be researched to ultimately unlock all technology that matters, that relies on aliens (see A Streamlined Guide).

Alien artifacts from the battlefield cannot be manufactured or used (or even thrown!) by your soldiers until research is completed.

Tip: You can sell off the item from your stores once research has started, if you need the space. The research will continue (unless you cancel the project!). Also, you get the same amount of cash when selling alien items, whether you've researched them or not.

Laser Weapons

Laser Weapons  (tech breakthrough)
  |
Laser Pistol
  |
Laser Rifle
  |  
Heavy Laser       
  |  
Laser Cannon 
(Laser Tank)
  | 
Laser Defense

Plasma Weapons

    Heavy Plasma               Plasma Rifle 
         |    Heavy Plasma Clip   |  Plasma Rifle Clip  
         |___________|            |__________|
                 |                       |
                 |                       |
                 |__________OR___________|
                            |
                      Plasma Cannon
                   (Hovertank/Plasma) *See Note 1
                            |
                      Plasma Defense

Fusion Weapons

 Blaster Launcher    Blaster Bomb
             |___________|
                  |
               Fusion Ball
          (Hovertank/Launcher)  *See Note 2
                  |
          Fusion Ball Defense

Armor

      Alien Alloys
              |  
Elerium-115  Personal Armor  UFO Power Source      
|_____________|_________________| 
          | 
          |     
     Power Suit      UFO Navigation  
          |_________________|   
                   |
              Flying Suit 

Craft

Alien    Elerium        UFO            UFO
Alloys      115     Power Source   Navigation
|___________|___________|______________|
           |
   UFO Construction
           |
           |
   New Fighter Craft
      (Firestorm)  *See Note 1 (Required for Hovertank/Plasma)
           |
New Fighter-Transporter
      (Lightning)
 __________|____________
 |                      |
Grav Shield     Ultimate Craft (Avenger)

Notes

  1. "New Fighter Craft" required before you can build the Plasma Hovertank.
  2. Fusion Ball Launcher required before you can build the Launcher Hovertank.

-- from Kasey Chang's USG

Live Alien Research

Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the Mind Probe and Small Launcher, although a well-applied Stun Rod early in the game can give your tech tree a big boost. Note you not only need to have an unconscious alien when you exit the Battlescape, you also need an Alien Containment module at the base your craft returns to, or they'll die before you get any useful info.

  • Alien Soldier -> Nothing, beyond information on own species
  • Alien Medic -> Species information *See note 1
  • Alien Engineer -> UFO Types (they will show you all UFO types, not just their own)


Notes

  1. Alien medics can give information on species other than their own. This is the only way to gain information about "live" Cyberdiscs. Information gained about Etherals (or Sectoids) in this way will not give you access to Psionics, however.
  2. Commanders can be found in their Battleships, or their bases (or your bases, should they choose to attack). The USG incorrectly states that only a Commander from an alien base can be used to give access to "Cydonia or Bust", however, in practise any Commander will do - so long as The Martian Solution has already been researched. Should you research a Commander prior to this, you'll have to capture another.

Psionics

Psionic Alien
  |
Psi Lab
  |_______
  |       |
Psi-Amp Mind Shield

Endgame

Any Live Alien
 |
Alien Origins
 |
 | Any Live Alien Leader
 | /
The Martian Solution 
 |
 | Any Live Alien Commander
 | /
Cydonia or Bust
 |
 | Avenger
 | /
Cydonia (mission)

-- from Kasey Chang's USG

Alien Abduction: A Streamlined Guide

You only need three aliens to get the end-game research that will let you complete the game. These are:

  • Any random alien, Any Leader or Commander, and finally Any Commander

This is the minimum amount of aliens that you need to capture in order to acquire Cydonia or Bust. In order to kill a few more birds with the same stone, this list can be tailored to allow you to acquire the Hyper-Wave Decoder and Psionics. To get:

Hyperwave Decoder
Substitute: Any Navigator for: Any random alien
Psi Lab
Same as usual, but make sure one of the leader or commanders is a Sectoid or Ethereal. (There are no Ethereal Navigators.)

Thus, to unlock all technology that matters (not counting window-dressing fluff, like Autopsies and UFO and Mission types), you only need to research three aliens:

  • Any Navigator, Any Sectoid or Ethereal, Leader or Commander, and finally Any Commander

Research Time

Research project completion time is based on the average number of scientist days needed to work on a project. Below, find listings alphabetically by Project, or by increasing Days. For important Notes, see the text after the table.

Does anyone know the times for UFO type and End Game projects? (Where are these tables from anyway, the OSG?) ---MikeTheRed

Research Time, Alphabetically by Project

 Days   One Lab  Research Project
  150     3.0    Alien Abduction
  400     8.0    Alien Alloys
  150     3.0    Alien Entertainment
  150     3.0    Alien Food
  200     4.0    Alien Grenade
  150     3.0    Alien Reproduction
  150     3.0    Alien Surgery
  300     6.0    Blaster Bomb
  900    18.0    Blaster Launcher
  880    17.6    Craft Fusion Ball Launcher
  420     8.4    Craft Laser Cannon
  660    13.2    Craft Plasma Beam
  450     9.0    Elerium-115
  330     6.6    Flying Suit
  800    16.0    Fusion Defenses
  930    18.6    Grav Shield
  460     9.2    Heavy Laser
  800    16.0    Heavy Plasma
  400     8.0    Heavy Plasma Clip
  670    13.4    Hyper-Wave Decoder
  510    10.2    Laser Defenses
  100     2.0    Laser Pistol
  300     6.0    Laser Rifle
   50     1.0    Laser Weapons
  210     4.2    Medi-Kit
  600    12.0    Mind Probe
  360     7.2    Mind Shield
  180     3.6    Motion Scanner
  600    12.0    New Fighter Craft (Firestorm)
  700    14.0    New Fighter-Transporter (Lightning)
  180     3.6    Personal Armor
  620    12.4    Plasma Defenses
  600    12.0    Plasma Pistol
  400     8.0    Plasma Pistol Clip
  700    14.0    Plasma Rifle
  400     8.0    Plasma Rifle Clip
  205     4.1    Power Suit
  500    10.0    Psi-Amp
  420     8.4    Psi-Lab
  550    11.0    Small Launcher
  180     3.6    Stun Bomb
  250     5.0    Tank/Laser Cannon
  450     9.0    UFO Construction
  450     9.0    UFO Navigation
  450     9.0    UFO Power Source
  900    18.0    Ultimate Craft (Avenger)

Research Time, by Days Needed

  Days  One Lab  Research Project
   50     1.0    Laser Weapons
  100     2.0    Laser Pistol
  150     3.0    Alien Food
  150     3.0    Alien Reproduction
  150     3.0    Alien Entertainment
  150     3.0    Alien Surgery
  150     3.0    Alien Abduction
  180     3.6    Motion Scanner
  180     3.6    Personal Armor
  180     3.6    Stun Bomb
  200     4.0    Alien Grenade
  205     4.1    Power Suit
  210     4.2    Medi-Kit
  250     5.0    Tank/Laser Cannon
  300     6.0    Laser Rifle
  300     6.0    Blaster Bomb
  330     6.6    Flying Suit
  360     7.2    Mind Shield
  400     8.0    Heavy Plasma Clip
  400     8.0    Plasma Rifle Clip
  400     8.0    Plasma Pistol Clip
  400     8.0    Alien Alloys
  420     8.4    Craft Laser Cannon
  420     8.4    Psi-Lab
  450     9.0    Elerium-115
  450     9.0    UFO Power Source
  450     9.0    UFO Navigation
  450     9.0    UFO Construction
  460     9.2    Heavy Laser
  500    10.0    Psi-Amp
  510    10.2    Laser Defenses
  550    11.0    Small Launcher
  600    12.0    Plasma Pistol
  600    12.0    Mind Probe
  600    12.0    New Fighter Craft (Firestorm)
  620    12.4    Plasma Defenses
  660    13.2    Craft Plasma Beam
  670    13.4    Hyper-Wave Decoder
  700    14.0    Plasma Rifle
  700    14.0    New Fighter-Transporter (Lightning)
  800    16.0    Heavy Plasma
  800    16.0    Fusion Defenses
  880    17.6    Craft Fusion Ball Launcher
  900    18.0    Blaster Launcher
  900    18.0    Ultimate Craft (Avenger)
  930    18.6    Grav Shield

Research Time: Notes

  • One Lab is the number of Days divided by 50. This shows how quickly one lab full of 50 scientists needs to complete the Project, on average. Two labs full of scientists would need half this time on average, etc.
  • Projects only complete at midnight, which also means they will take a minimum of one day. Decimals are still shown for the One Lab column, however, so you can project to multiple labs and/or see where time is lost or gained by truncation (read on).
  • The numbers shown in the tables are averages. In actuality, projects with an initial status of "Unknown" will take from INT(Average/2) to INT(Average*3/2) days. Example:
 The "Laser Weapons" project requires an average of 50 scientist days.
 If 10 scientists are assigned,
 50/10 = an expected average of 5 days.
 INT(5/2) = a minimum of 2 days, and
 INT(5*3/2) = a maximum of 7 days.
 Actual range seen for completion of Laser Weapons: 2 to 7 days.
  • Note that integer truncation works in favor of the player. Without integer rounding, the above numbers would've been 2.5 to 7.5 days which, if you had to wait for the next midnight, would've meant 3 to 8 days.
  • Integer truncation also works in favor of having more labs - to a point:
    • Example: Several projects require 150 research days, which takes 3 days on average with one lab (INT(150/50)). But with two labs, these would only take 1 day on average (INT(150/100)).
    • Overall, projects might be completed up to 8% faster, with 1 to 5 labs (see Total Research Time, next section).
    • However, as the number of labs grows high, increasingly more projects would have finished in less than one day (scientists are standing around doing nothing). By the time one reaches 6 labs, the integer-truncation effect is counterbalanced (little or no speed gain) by these "wasted" scientists.
    • At 8 labs, productivity sinks to 90%. At this point, 32 out of the 46 projects are finished in one day. Productivity falls more and more, with 9+ labs.
  • Despite this "much discussion", remember that the actual time is a random roll between the min and max. That is, there won't always be neat, magical breakpoints versus the number of labs in a real game. Still, integer truncation will be working in your favor.
  • Testing on the random-roll functionality has only been done on projects with an initial status of "Unknown". Better ratings (Poor to Excellent) cause the project to complete more quickly - possibly very quickly, at the highest ratings, including instant result in the extreme case. However, these other ratings have not been quantified. Furthermore, Unknown seems to be the most common initial status. The upshot is that you get a little lucky sometimes.
  • Also keep in mind that you can assign more than one project at a time. You could attempt to pinpoint breakpoints, if you wanted (although it would be haphazard). You could also assign short projects to a fraction of your science crew, if you have a big operation. Use 1.5 times the average time as an important cut-off if you're doing this - no project will last longer than this. But keep truncation in mind, too, and use it in your favor.

Total Research Time

The total time needed for all 46 research projects is 20,215 days. This can be compared against the total time needed for 1 scientist, 50 (1 lab), 100 (2 labs), etc. Numbers were composed by taking the average of the integer-truncated min and max for each project, then summing these together for all 46 projects:

          Scientists
              1      50    100    150    200    250    300    350    400    450    500
Days        20215   391    190    125     94     75     67     58     56     52     49
Months       663  12.82   6.23   4.10   3.08   2.46   2.20   1.89   1.84   1.69   1.61
Efficiency    --    +3%    +6%    +8%    +8%    +8%    +1%    +0%   -10%   -13%   -17%

"Months" are considered to be 30.5 days long.

Efficiency shows how much time is gained or lost versus a pure case with absolutely no integer truncation or 1-day minima (see Notes). As can be seen, it is maximal around 3-5 labs, then starts dropping and keeps dropping.

Note that going from e.g. 3 labs to 4 only saves you about a month - which is about how long it takes to set up the lab! Additional labs result in increasingly less game time saved.

See Also