Difference between revisions of "Research (LWR)"
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{{Template:REWRITE NEEDED (EU2012)}} | {{Template:REWRITE NEEDED (EU2012)}} | ||
− | + | = In General = | |
The '''Research Lab''' houses the research team, headed by Dr. Vahlen. | The '''Research Lab''' houses the research team, headed by Dr. Vahlen. | ||
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*'''Visit the Gene Lab'''. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can be sent to genetic modification. See [[Genetics Lab (Long War)]]. | *'''Visit the Gene Lab'''. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can be sent to genetic modification. See [[Genetics Lab (Long War)]]. | ||
− | + | =Research Speed= | |
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits. | The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits. | ||
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value. | * Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value. | ||
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* Expertise (Brazil's starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction. | * Expertise (Brazil's starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction. | ||
* <b>FORMULA:</b> <i>finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus</i>, with creditBonus = 0.75, brazilExpertiseBonus = 0.85 | * <b>FORMULA:</b> <i>finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus</i>, with creditBonus = 0.75, brazilExpertiseBonus = 0.85 | ||
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+ | =Research= | ||
==Alien Autopsies== | ==Alien Autopsies== |
Revision as of 15:00, 8 August 2020
Rewrite Needed
The contents of this article are outdated, missing key info, confusing or constructed in a discussion format. Possibly due to EXALT sabotage. Please help fight the alien menace by updating or correcting the information on this page. |
In General
The Research Lab houses the research team, headed by Dr. Vahlen.
Options:
- Start New Research Project.
- Change Research Project. If necessary, this can be done at any time. The progress achieved in the current project won't be lost.
- Access Research Archives. Here you can see information about projects that have already been completed.
- Review Research Credits. View the research credits gained from completed interrogations.
- Visit the Gene Lab. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can be sent to genetic modification. See Genetics Lab (Long War).
Research Speed
The duration listed for all research projects is the duration for 30 scientists with no Laboratories, adjacency bonus or research credits.
- Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.
- Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.
- Each Laboratories additively increases the effectiveness of your scientists by 20%.
- Each adjacency links between Laboratories, the Genetics Lab and the Psionic Labs additively increases the effectiveness of your scientists by 10%.
- Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.
- Expertise (Brazil's starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.
- FORMULA: finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus, with creditBonus = 0.75, brazilExpertiseBonus = 0.85
Research
Alien Autopsies
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related Council requests.
Alien Interrogations
Alien captives that have been captured with a Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.
All interrogations unlock research credits, which increase the research speed of all future research and Foundry projects that match the credit type by 50%. Some interrogations also unlock gene mods, or other vital technologies. Overall, interrogations are much more essential than in Long War 1.0.
UFO Analysis
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type. Also, once UFO Scanners Foundry project is completed, analyzed UFO's display damage during Air Combat.
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.
UFO Analysis (Long War) | |||||
---|---|---|---|---|---|
Research | Credit type | Prerequisites | Cost | Unlocks | |
Other | Other | ||||
UFO Analysis: Scout | Aerospace | Alien Materials | Scout Crash Site or Scout Landing Site mission completed |
3 | 10% Bonus Damage to Scouts Salvage 20% more alloys and elerium from Scouts |
UFO Analysis: Fighter | Aerospace | Alien Materials | Fighter Crash Site mission completed |
3 | 10% Bonus Damage to Fighters Salvage 20% more alloys and elerium from Fighters |
UFO Analysis: Raider | Aerospace | Alien Materials | Raider Crash Site or Raider Landing Site mission completed |
4 | 10% Bonus Damage to Raiders Salvage 20% more alloys and elerium from Raiders |
UFO Analysis: Destroyer | Aerospace | Alien Materials | Destroyer Crash Site mission completed |
4 | 10% Bonus Damage to Destroyers Salvage 20% more alloys and elerium from Destroyers |
UFO Analysis: Abductor | Aerospace | Alien Materials | Abductor Crash Site or Abductor Landing Site mission completed |
5 | 10% Bonus Damage to Abductors Salvage 20% more alloys and elerium from Abductors |
UFO Analysis: Harvester | Aerospace | Alien Materials | Harvester Crash Site or Harvester Landing Site mission completed |
5 | 10% Bonus Damage to Harvesters Salvage 20% more alloys and elerium from Harvesters |
UFO Analysis: Transport | Aerospace | Alien Materials | Transport Crash Site or Transport Landing Site mission completed |
6 | 10% Bonus Damage to Transports Salvage 20% more alloys and elerium from Transports |
UFO Analysis: Terror Ship | Aerospace | Alien Materials | Terror Ship Crash Site or Terror Ship Landing Site mission completed |
6 | 10% Bonus Damage to Terror Ships Salvage 20% more alloys and elerium from Terror Ships |
UFO Analysis: Assault Carrier | Aerospace | Alien Materials | Assault Carrier Crash Site or Assault Carrier Landing Site mission completed |
7 | 10% Bonus Damage to Assault Carriers Salvage 20% more alloys and elerium from Assault Carriers |
UFO Analysis: Battleship | Aerospace | Alien Materials | Battleship Crash Site mission completed |
7 | 10% Bonus Damage to Battleships Salvage 20% more alloys and elerium from Battleships |
UFO Analysis: Overseer | Aerospace | Alien Materials | Overseer Crash Site mission completed |
7 | 10% Bonus Damage to Overseers Salvage 20% more alloys and elerium from Overseers |
Xenology
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.
Xenology (Long War) | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Research | Credit type | Prerequisites | Cost | Unlocks | |||||||||
Other | Corpses | Research | Facility | Loadout | Other | ||||||||
Xenobiology | - | - | - | - | - | - | - | 5 Sectoids | 6 | Xenoneurology Xenogenetics Sectoid Autopsy Thin Man Autopsy Muton Autopsy |
Alien Containment | Targeting Module | Sectoid Corpses (Council Request for Scientists) |
Xenoneurology | - | Xenobiology | - | - | - | 10 | - | 10 Sectoids | 8 | Xenopsionics Alien Communications Berserker Autopsy |
- | Arc Thrower Arc Rifle |
- |
Xenogenetics | Cybernetics | Xenobiology | - | - | - | - | 20 | - | 10 | Xenopsionics Alien Biocybernetics Sectoid Commander Autopsy Chryssalid Autopsy |
Genetics Lab | - | Depth Perception (Gene Mod) Hyper-Reactive Pupils (Gene Mod) |
Xenopsionics | Psionics | Xenoneurology Xenogenetics Sectoid Autopsy |
- | - | - | - | 15 | - | 14 | Alien Operations Ethereal Autopsy |
Psionic Labs | Aurora Armor | Mindfray (Psi Power) Neural Feedback (Psi Power) Psi Warfare Systems (Foundry Project) |
Alien Operations | Psionics | Xenopsionics any interrogation |
Outsider Shard | - | - | - | - | - | 20 | - | - | - | Skeleton Key |
Alien Biocybernetics | Cybernetics | Xenogenetics Alien Materials Alien Computers |
- | 5 | 30 | 50 | 40 | - | 25 | Floater Autopsy Cyberdisc Autopsy Mechtoid Autopsy Mind and Machine Plasma Weapons Improved Combat Exoskeletons |
Neural Gunlink MEC-1 Paladin |
Advanced Surgery (Foundry Project) MEC Warfare Systems (Foundry Project) | |
Alien Communications | - | Xenoneurology | Alien Base Assault mission completed |
- | 100 | - | - | - | 60 | Stealth Systems | Hyperwave Relay | Mimic Beacon | - |
Alien Command and Control | Psionics | Ethereal Interrogation | Ethereal Device | - | 100 | - | - | - | 150 | Mind and Machine | Gollop Chamber | - | - |
Materials and Aerospace
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.
Materials and Aerospace (Long War) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Research | Credit type | Prerequisites | Cost | Unlocks | ||||||||
Devices | Research | Foundry | Loadout & Other | Council Request | ||||||||
Alien Materials | - | - | 4 | 4 | 10 | 1 | - | 6 | Elerium Advanced Aerospace Concepts UFO Analysis: (all) Alien Biocybernetics Improved Body Armor Gauss Weapons |
Alien Metallurgy Improved Salvage Enhanced Ballistics Aircraft Boosters |
Alloy Plating Breaching Ammo Shredder Ammo Alloy Bipod Phoenix Cannon HEAT Ammo (SHIV) |
Alien Alloys (Credits / Scientists / Engineers) Elerium (Credits / Scientists / Engineers) Meld (Credits / Scientists / Engineers) |
Alien Weaponry | Weapons | - | - | - | 5 | - | - | 6 | Experimental Warfare Beam Lasers Plasma Weapons |
Mag Pistols SHIV Suppression |
SCOPE Marksman's Scope |
Weapon Fragments (Engineers) |
Experimental Warfare | - | Alien Weaponry | - | - | 20 | - | - | 8 | Advanced Aerospace Concepts Gauss Weapons |
SCOPE Upgrade New Combat Systems |
Smartshell Pod (SHIV) Adaptive Tracking Pod (SHIV) |
- |
Alien Computers | - | - | - | - | - | - | 4 UFO Flight Computers |
10 | Alien Power Systems Drone Autopsy Seeker Autopsy Sectopod Autopsy Alien Biocybernetics |
- | Satellite Nexus (Facility) |
UFO Flight Computers (Engineers / Credits / Soldiers) |
Advanced Aerospace Concepts | Aerospace | Alien Materials Experimental Warfare |
10 | - | 50 | - | - | 22 | Alien Propulsion | Super Skyranger Armored Fighters Improved Avionics Penetrator Weapons Wingtip Sparrowhawks UFO Scanners |
- | - |
Elerium | - | Alien Materials | - | 60 | - | - | - | 30 | Alien Power Systems Mobile Power Armor |
Jellied Elerium | Elerium Turbos (SHIV) |
- |
Alien Power Systems | - | Alien Computers Elerium |
- | 60 | - | - | 6 UFO Power Sources |
40 | Alien Propulsion Advanced Power Armor Pulse Lasers Plasma Weapons |
Alien Nucleonics Improved Arc Thrower UFO Tracking |
Elerium Generator (Facility) |
UFO Power Sources (Credits and Soldiers / Scientists / Engineers) |
Alien Propulsion | Aerospace | Alien Power Systems Advanced Aerospace Concepts |
20 | 100 | 160 | - | 6 UFO Power Sources |
92 | Antigrav Systems | Elerium Afterburners | Firestorm (Aerospace) |
- |
Armor, MECs, and SHIVs
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.
Laser and Gauss Weapons
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.
Plasma Weapons
When aliens die, the weapons they wield self-destruct. When aliens are captured with an Arc Thrower, their weapons remain intact, allowing then to be studied and retrofitted for human use.