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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==Description==
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'''Know the enemy! Know their strange toys!'''
  
In Apocalypse scientific research by X-COM falls into two specialized categories, [[Biochemistry]] and [[Quantum Physics (Apocalypse)|Quantum Physics]]. Essentially what this means is that it will be necessary to have 2 different streams of scientists and laboratories.  
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==Research And Manufacture==
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Scientific research of any unknown exotic technology is possible via two specialized categories, [[Biochemistry]] and [[Quantum Physics (Apocalypse)|Quantum Physics]].
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* Biochemistry deals with things alive and dead.
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The original base will contain 5 Biochemistry and 5 Quantum Physics scientists, together with a [[Biochemistry Lab (Apocalypse)|Biochemistry Lab]] and a [[Quantum Physics Lab (Apocalypse)|Quantum Physics Lab ]]. Each scientist has a skill level that can vary from 60 to 100 skill and can be assigned to any lab that they specialise in.
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I KNOW that bio deals with other stuff, that line is a intro text!
  
Each research facility can be assigned to any project available. It is possible to transfer research projects over laboratories at different bases but it is not possible for 2 laboratories to work on the same project at the same time. When a laboratory has a project assigned it the total value of the scientists skill assigned to it will contribute towards reaching its total 'research cost' every hours.
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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.
  
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 (20*5*80=8000).
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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.
  
==The Technology Race==
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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 should initially be focused into developing the advanced [[Advanced Biochemistry Lab (Apocalypse)|Biochemistry Lab]] and [[Advanced Quantum Physics Lab (Apocalypse)|Quantum Physics]] labs in order to allow research on more complicated topics, and double the number of personnel that can be assigned to them.
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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.  
  
[[Biochemistry]] research will benefit X-COM in [[Battlescape Overview|tactical]] fighting (due to [[Biological Warfare (Apocalypse)|Biological Warfare]] and later [[Alien Gas (Apocalypse)|Alien Gas]]). When the focus moves onto attacking the aliens in their home dimension, it will allow research on weaknesses of each alien building.
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==Facilities==
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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.
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A workshop facility will produce any item suitable and once completed, it will be moved to [[Stores_(Apocalypse)|base storage]].
  
Quantum Physics will produce results regarding new technologies that will benefit both [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]] and Battlescape combat. It will eventually generate new ships that will allow X-COM to cross into the alien dimension.
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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.
  
As X-COM captures alien artefacts it will be a key priority to research them in order to be able to upgrade its vehicles and agents weapons and equipment. This is due to the aliens levels of conflict escalation, through which they will increase their destructive abilities and threaten to outgun X-COM. The rate at which the aliens will update their technology is in direct response to X-COM's overall [[Alien Tech Levels (Apocalypse) | performance]].  
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==Technology Level==
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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.
  
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===Technology Race===
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Suggested sequence:
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* Acquire the knowledge to construct [[Facilities_(Apocalypse)|larger laboratories]].
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* Learn about the lifeforms to make [[Biological_Warfare_(Apocalypse)|biological weapons]].
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* Understand their [[Alien_Artifacts_(Apocalypse)|weaponry and equipment]].
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* Learn about their [[Alien_Craft_(Apocalypse)|UFOs]].
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* Design and build new and [[Vehicles_(Apocalypse)|advanced craft]].
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* Take the battle to [[Alien_Dimension_(Apocalypse)|their world]].
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* Kill them.
  
It will also be necessary to deploy [[Advanced Workshop (Apocalypse)|upgraded]] workshops to be able to produce the sufficient number of craft, weapons and equipment necessary to re-equip X-COM's forces as the technology race continues.
 
 
X-COM will win the technology race by being able to keep pace with the increases on alien abilities in order to defeat them.
 
 
== See Also ==
 
 
* [[Alien Tech Levels (Apocalypse) | Alien Tech Levels]]
 
  
 
[[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: