Difference between revisions of "Research (Apocalypse)"

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'''Know the enemy! Know their strange toys!'''
 
'''Know the enemy! Know their strange toys!'''
  
==Knowledge==
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==Research==
Scientific research of unknown exotic technology is possible via two specialized categories, [[Biochemistry]] and [[Quantum Physics (Apocalypse)|Quantum Physics]].
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Scientific research of any unknown exotic technology is possible via two specialized categories, [[Biochemistry]] and [[Quantum Physics (Apocalypse)|Quantum Physics]].
 
* Biochemistry deals with things alive and dead.
 
* Biochemistry deals with things alive and dead.
 
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I KNOW that bio deals with other stuff, that line is a intro text!
 
I KNOW that bio deals with other stuff, that line is a intro text!
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* Quantum Physics deals with hairy weapons and mushroom-like crafts.
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* Quantum Physics deals with weapons and crafts.
  
===Research===
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===Knowledge===
Knowledge is learnt by technical personel studying within their relevant science laboratory. Expanding the quantity of laboratories and increasing the quantity of scientists will allow X-Com to research more complicated exotics.
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Knowledge is acquired by technical personel studying within their relevant science laboratory. Expanding the quantity of laboratories and increasing the quantity ''and quality'' of scientists will allow X-Com to research more complicated exotics sooner, and with the acquired knowledge, remove the alien problem sooner.
  
 
===Skill===
 
===Skill===
Technical personel may be hired with an education level of average to gifted. The better the skill of a scientist, the faster the research will complete, and with the acquired knowledge, those exotic things can be used earlier or lead to something better.
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Technical personel may be hired with an education level of average to gifted. The better the skill of a scientist, the faster the research will complete.
 
* minimum skill = 60
 
* minimum skill = 60
 
* maximum skill = 100<br>
 
* maximum skill = 100<br>
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===Facilities===
 
===Facilities===
A science facility in any base can be assigned to any project available relevant to their discipline, but some projects require an exotic item to be recovered which can only commence in the base which contains the object or lifeform. Projects which have been started in one base may be swapped to another base but only one laboratory can proceed with study. It is not possible for two laboratories to work on the same project.
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A science facility in any base can be assigned to any project available relevant to their discipline but some projects require an exotic item to be recovered which can only commence in the base which contains the object or lifeform. Projects which have been started in one base may be [[Known_Bugs_(Apocalypse)#Research_Lab_Topic_Swap|swapped]] to another base but only one laboratory can proceed with study. It is not possible for two laboratories to work on the same project.
  
 
==Technology Level==
 
==Technology Level==
* If X-Com is managing in holding back the invasion of Mega-Primus, the aliens will [[Tech_Levels_(Apocalypse)|develop better things]] to advance their agenda.
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* If X-Com is somehow managing in holding back the invasion of Mega-Primus, the aliens will [[Tech_Levels_(Apocalypse)|develop better things]] to advance their agenda.
  
 
===Technology Race===
 
===Technology Race===
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* Kill them.
 
* Kill them.
  
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==Internal Calculations==
 
Research cost is the "skill hours" required to complete a project. If a laboratory has 5 scientists assigned, with a total of 400 skill hours per hour, that means that a research topic that takes 8000 will likely be complete in 20 hours when you put 5 scientists to work on it 8000 &divide; 400 = 20hrs
 
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[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
 
[[Category: Bases (Apocalypse)]]
 
[[Category: Bases (Apocalypse)]]
 
[[Category: Research (Apocalypse)]]
 
[[Category: Research (Apocalypse)]]

Revision as of 13:45, 1 July 2022

Know the enemy! Know their strange toys!

Research

Scientific research of any unknown exotic technology is possible via two specialized categories, Biochemistry and Quantum Physics.

  • Biochemistry deals with things alive and dead.
  • Quantum Physics deals with weapons and crafts.

Knowledge

Knowledge is acquired by technical personel studying within their relevant science laboratory. Expanding the quantity of laboratories and increasing the quantity and quality of scientists will allow X-Com to research more complicated exotics sooner, and with the acquired knowledge, remove the alien problem sooner.

Skill

Technical personel may be hired with an education level of average to gifted. The better the skill of a scientist, the faster the research will complete.

  • minimum skill = 60
  • maximum skill = 100

The total quantity of Biochemists or Quantum Physicists across all bases at any one time is fifty each. If it is reduced for any reason, more will become available to be hired.

Facilities

A science facility in any base can be assigned to any project available relevant to their discipline but some projects require an exotic item to be recovered which can only commence in the base which contains the object or lifeform. Projects which have been started in one base may be swapped to another base but only one laboratory can proceed with study. It is not possible for two laboratories to work on the same project.

Technology Level

  • If X-Com is somehow managing in holding back the invasion of Mega-Primus, the aliens will develop better things to advance their agenda.

Technology Race

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