Difference between revisions of "Research (Apocalypse)"

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(incorporating engineering since it is "Science And Manufacturing Overview", after all!)
 
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'''Know the enemy! Know their strange toys!'''
 
'''Know the enemy! Know their strange toys!'''
  
==Knowledge==
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==Research And Manufacture==
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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-->
 
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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.
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and then
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* Engineers deal with making things using that acquired knowledge.
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===Technological Advancement===
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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. Newly acquired knowledge allows Engineers to [[Engineering_(Apocalypse)|build]] new and advanced items to quickly defeat the alien menace.
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==Units==
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[[Population_(Apocalypse)#X-Com_Technical_Personnel|Technical personel]] may be hired with an education level of average to gifted. The better the skill of the scientist or engineer, the faster the project will be researched or completed.
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* Hire cost = $800
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* Weekly wages = $800, ''$41,600pa''
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* Minimum skill = 60
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* Maximum skill = 100<br>
  
===Research===
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The total quantity of Technical Personel: Biochemists, Quantum Physicists and Engineers across all bases at any one time, is fifty of each type. If it is reduced for any reason, more will become available to be hired.  
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.
 
  
===Skill===
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==Facilities==
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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A science facility in any base can be assigned to research any topic available relevant to their discipline but some require an exotic item to be recovered which can only commence in the base which contains the object or lifeform. Research which has 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.
* minimum skill = 60
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A workshop facility will produce any item suitable and once completed, it will be moved to [[Stores_(Apocalypse)|base storage]].
* maximum skill = 100<br>
 
  
===Facilities===
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A maximum of six small laboratories/workshops and a maximum of four large laboratories/workshops of any combination is possible in one base.
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==
 
==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, depending on your score, [[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: Research (Apocalypse)]]
 

Latest revision as of 20:57, 30 August 2023

Know the enemy! Know their strange toys!

Research And Manufacture

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.

and then

  • Engineers deal with making things using that acquired knowledge.

Technological Advancement

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. Newly acquired knowledge allows Engineers to build new and advanced items to quickly defeat the alien menace.

Units

Technical personel may be hired with an education level of average to gifted. The better the skill of the scientist or engineer, the faster the project will be researched or completed.

  • Hire cost = $800
  • Weekly wages = $800, $41,600pa
  • Minimum skill = 60
  • Maximum skill = 100

The total quantity of Technical Personel: Biochemists, Quantum Physicists and Engineers across all bases at any one time, is fifty of each type. 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 research any topic available relevant to their discipline but some require an exotic item to be recovered which can only commence in the base which contains the object or lifeform. Research which has 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. A workshop facility will produce any item suitable and once completed, it will be moved to base storage.

A maximum of six small laboratories/workshops and a maximum of four large laboratories/workshops of any combination is possible in one base.

Technology Level

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

Technology Race

Suggested sequence: