Difference between revisions of "Research (Apocalypse)"

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(Undo revision 89904 by Bard (talk) Already covered under Biochemistry, and includes significant amounts of incorrect information)
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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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==Knowledge==
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Scientific research of 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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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.
  
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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===Research===
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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.
  
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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===Skill===
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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, and with the acquired knowledge, those exotic things can be used earlier or lead to something better.
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* minimum skill = 60
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* maximum skill = 100<br>
  
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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===Facilities===
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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 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.
  
==The Technology Race==
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==Technology Level==
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* 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. 
  
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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===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.
  
[[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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==Internal Calculations==
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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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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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]].
 
 
 
 
 
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: Bases (Apocalypse)]]
 
[[Category: Research (Apocalypse)]]
 
[[Category: Research (Apocalypse)]]

Revision as of 17:44, 29 June 2022

Know the enemy! Know their strange toys!

Knowledge

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

  • Biochemistry deals with things alive and dead.
  • Quantum Physics deals with hairy weapons and mushroom-like crafts.

Research

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

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.

  • minimum skill = 60
  • maximum skill = 100

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 managing in holding back the invasion of Mega-Primus, the aliens will develop better things to advance their agenda.

Technology Race

Suggested sequence: