Difference between revisions of "Research (Long War)"

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==Changes from Vanilla==
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The Long War mod adds more techs and increases research times. It features:
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*A vastly Expanded Research Tree.
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*Longer Research times.
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*Autopsies require multiple corpses.
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*Interrogation requires that the species in question has already been autopsied.
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*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.
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*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).
  
Autopsies now require multiple corpse specimens (so, 1: you cannot 'double-dip', and 2: do not worry if you cannot go for a capture on an alien's first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable). In addition, some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it's unlocked). Also note that South America's bonus has been changed to a Power-related reduction; you'll naturally be poking aliens with pointy implements for much longer times.
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==Research Credits==
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Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower's reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 50% time reduction is not to be dismissed.
  
Interrogations still have the Alien Containment/Arc Thrower prereq--- and it's highly advisable to keep both, and to continue to capture aliens when the opportunity presents itself, as captured aliens are very valuable Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver, applying a 50% reduction to:
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Interrogating a particular species will give credit for:
 
*Sectoid: Cybernetics
 
*Sectoid: Cybernetics
 
*Thin Man: Laser Weaponry
 
*Thin Man: Laser Weaponry
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*Ethereal: All Tech
 
*Ethereal: All Tech
  
Because projects have much longer research times and there are far more projects, research is in general a more time-consuming affair. On the plus side: with far more aliens to kill, you'll rarely be out of Weapon Fragments.
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Note that Captive Aliens of an already interrogated species can be requested by Council Members.
 
 
  
 
==Research==
 
==Research==

Revision as of 20:26, 8 September 2014

Changes from Vanilla

The Long War mod adds more techs and increases research times. It features:

  • A vastly Expanded Research Tree.
  • Longer Research times.
  • Autopsies require multiple corpses.
  • Interrogation requires that the species in question has already been autopsied.
  • Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.
  • South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).

Research Credits

Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower's reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 50% time reduction is not to be dismissed.

Interrogating a particular species will give credit for:

  • Sectoid: Cybernetics
  • Thin Man: Laser Weaponry
  • Floater: Aerospace
  • Muton: Gauss Weaponry
  • Berserker: Armor
  • Heavy Floater: Plasma Weaponry
  • Sectoid Commander: Psionics
  • Muton Elite: All Weapons
  • Ethereal: All Tech

Note that Captive Aliens of an already interrogated species can be requested by Council Members.

Research

Long War Tech Tree
Alien Tech
Name Prerequisites Materials Estimated Point Cost
((Scientists X Days))
Unlocks
Xenobiology None 5x Sectoid Corpses 150 Council Requests: Sectoid Corpses (Gives Scientists)
Alien Containment (Construction)
Targeting Module (Equipment)
Alien Weaponry None 5x Weapon Fragments 180
Laser Credit Applies (?)
Council Requests: Weapon Fragments (Gives Engineers)
Scope (Equipment)
Weapon Gyros (Equipment - Mech)
Mag Pistols (Foundry Project)
SHIV Suppression (Foundry Project)
Beam Lasers (Research Project)
Alien Computers None 4x UFO Flight Computers 300 Satellite Nexus (Construction)
Xenogenetics Xenobiology 10x Meld 430 Council Requests: Meld (Gives cash)
Genetics Lab (Construction)
Depth Perception (Gene Mod)
Hyper-Reactive Pupils (Gene Mod)
Illuminator Gunsight (Equipment - requires New Combat Systems)
Experimental Warfare Alien Weaponry 10x Weapon Fragments 320 Smartshell Pods (Equipment)
Adaptive Tracking Pods (Equipment)
New Combat Systems (Foundry Project)
SCOPE Upgrade (Foundry Project)
Alien Biocybernetics Xenogenetics
Alien Materials
Alien Computers
10x Elerium
10x Alloys
10x Weapon Fragments
20x Meld
560 MEC Warfare Systems (Foundry Project)
Advanced Surgery (Foundry Project)
Chaingun (Equipment)
Neural Gunlink (Equipment - Requires Psi Warfare Systems)
MEC-1 Warden (MEC)
Elerium Alien Materials 35 Elerium 950 Jellied Elerium (Foundry Project)
Alien Power Systems Elerium
Alien Computers
30 Elerium
6x UFO Power Sources
Elerium Generator (Construction)
UFO Tracking (Foundry Project)
Alien Nucleonics (Foundry Project)
Improved Arc Thrower (Foundry Project)
Advanced Aerospace Concepts Experimental Warfare
Alien Materials
10x Alloys
20x Weapon Fragments
620 Armored Fighters (Foundry Project)
Wingtip Sparrowhawks (Foundry Project)
Penetrator Weapons (Foundry Project)
Super Skyranger (Foundry Project)
Improved Avionics (Foundry Project)
Stealth Systems Alien Communications
Advanced Power Armor
Shadow Armor (Equipment - Armor)
Stealth Satellites (Foundry Project)
Alien Propulsion Advanced Aerospace Concepts
Alien Power Systems
50x Elerium
20x Alloys
80x Weapon Fragments
>600 Elerium Afterburners (Foundry Project)
Firestorm (Ship)
Antigrav Systems Advanced Power Armor
Alien Propulsion
30x Elerium
15x Alloys
Hover Shiv (SHIV)
The Thumper (Equipment - MEC - Requires MEC Warfare Systems)
Archangel Armor (Equipment - Armor)
Fuel Cell (Equipment)
Seraphim Armor (Equipment - Armor)
Advanced Flight (Foundry Project)
Victory Conditions
Name Prerequisites Materials Estimated Point Cost
(Scientists X Days)
Unlocks
Xenoneurology Xenobiology 3x Weapon Fragments
6x Sectoid Corpses
210 Arc Thrower (Equipment)
Alien Operations Any Interrogation
Outsider Live Capture
Outsider Shard 620 Skeleton Key
Alien Communications Xenoneurology
Successful Base Assault
50x Elerium Hyperwave Relay (Construction)
Xenopsionics Xenogenetics
Xenoneurology
Sectoid Autopsy
Psi Inspiration (Gene Mod)
Psi Warfare Systems (Foundry Project)
Psionic Lab (Construction)
Weapon Tech
Name Prerequisites Materials Estimated Point Cost
(Scientists X Days)
Unlocks
Beam Lasers Alien Weaponry 250
Laser Credit Applies
Laser Carbine (Equipment)
Laser Shatterray (Equipment)
Autolaser (Equipment)
Gatling Laser (Equipment)
Laser Rifle (Equipment)
Laser Pistol (Equipment)
Heater (Equipment
Advanced Beam Lasers Beam Lasers 15x Alloys
25 Weapon Fragments
360
Laser Credit Applies
Laser Lance (Equipment - MEC - Requires MEC Warfare Systems)
Laser Cannon (Equipment - Aerospace)
Superheavy Laser (Equipment - SHIV)
Enhanced Lasers (Foundry Project)
Laser Sniper Rifle (Equipment - Weapon)
Heavy Laser Rifle (Equipment - Weapon)
Scatter Laser (Equipment - Weapon)
Laser Strike Rifle (Equipment - Weapon)
Pulse Lasers Advanced Beam Lasers
Elerium
25 Elerium
20 Alloys
40x Weapon Fragments
Laser Credit Applies Blaster (Equipment - Weapon)
Gatling Pulser (Equipment - Weapon)
Pulse Stengun (Equipment - Weapon)
Pulse Carbine (Equipment - Weapon)
Pulse Autoblaster (Equipment - Weapon)
Pulse Rifle (Equipment - Weapon)
Superheavy Pulser (Equipment - SHIV)
Advanced Pulse Lasers Pulse Lasers 25x Elerium
20x Alloys
40x Weapon Fragments
Laser Credit Applies Scatter Blaster (Equipment - Weapon)
Pulse Sniper Rifle (Equipment - Weapon)
Blaster Rifle (Equipment - Weapon)
Heavy Pulse Rifle (Equipment - Weapon)
Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems)
Supercapacitors (Foundry Project)
Gauss Weapons Experimental Warfare
Alien Materials
5x Elerium
30x Alloys
50x Weapon Fragments
870
Gauss Credit Applies
Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems)
Pheonix Coilgun (Equipment - Aerospace)
Sentry Gun (Equipment - SHIV)
Gauss Rifle (Equipment - Weapon)
Gauss Stuttergun (Equipment - Weapon
Gauss Autopistol (Equipment - Weapon)
Gauss Carbine (Equipment - Weapon)
Gauss Machine Gun (Equipment - Weapon)
Gauss Autorifle (Equipment - Weapon)
Rail Pistols (Foundry Project)
Advanced Gauss Weapons Gauss Weapons Gauss Credit Applies Railgun (Equipment - MEC - Requires MEC Warfare Systems)
Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems)
Gauss Long Rifle (Equipment - Weapon)
Alloy Cannon (Equipment - Weapon)
Recoiless Rifle (Equipment - Weapon)
Alloy Strike Rifle (Equipment - Weapon)
Heavy Gauss Rifle (Equipment - Weapon)
Plasma Weapons Alien Biocybernetics
Alien Power Systems
Alien Weaponry
Plasma Credit Applies Plasma Stormgun (Equipment - Weapon)
Plasma Carbine (Equipment - Weapon)
Compact Plasma Weapons Plasma Weapons 20x Elerium
15 Alloys
50x Weapon Fragment
1x Alien Pistol
Plasma Credit Applies Plasma Mauler (Equipment - Pistol)
Plasma Pistol (Equipment - Pistol)
Reflex Pistols (Foundry Project)
Advanced Plasma Weapons Plasma Weapons 40x Elerium
25x Alloys
80x Weapon Fragments
3x Alien Rifles
Plasma Credit Applies Plasma Novagun (Equipment - Weapon)
Plasma Rifle (Equipment - Weapon)
Vehicular Plasma Weapons Advanced Plasma Weapons 45x Elerium
30x Alloys
80x Weapon Fragments
Plasma Credit Applies Plasma Cannon (Equipment - Aerospace)
Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)
Precision Plasma Weapons Advanced Plasma Weapons 45x Elerium
30x Alloys
80x Weapon Fragments
Plasma Credit Applies Reflex Rifle (Equipment - Weapon)
Plasma Sniper Rifle (Equipment - Weapon)
Enhanced Plasma (Foundry Project)
Heavy Plasma Weapons Plasma Weapons Plasma Credit Applies Plasma Dragon (Equipment - Weapon)
Heavy Plasma Rifle (Equipment - Weapon)
Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)
EMP Weapons Advanced Pulse Lasers
Advanced Gauss Weapons
100x Elerium
100x Weapon Fragments
>1000 EMP Cannon (Equipment - Aerospace)
Drone Capture (Foundry Project)
Electropulse (Equipment - MEC - Requires MEC Warfare Systems)
Fusion Weapons EMP Weapons
Heavy Plasma Weapons
Blaster Launcher (Equipment - Weapon)
Fusion Lance (Equipment - Aerospace)
Armor Tech
Name Prerequisites Materials Estimated Point Cost
(Scientists X Days)
Unlocks
Alien Materials None 2x Elerium
2x Alloys
5x Weapon Fragments
1x Meld
180 Council Requests: Alloys (Gives Engineers)
Heat Ammo Mags (Equipment)
Alloy Belt (Equipment)
Alloy Plating (Equipment)
Reinforced Armor (Equipment)
Enhanced Ballistics (Foundry Project)
Alien Metallurgy (Foundry Project)
Aircraft Boosters (Foundry Project)
Improved Salvage (Foundry Project)
Improved Body Armor Alien Materials 10 Alloys 250 Phalanx Armor (Equipment)
Alloy SHIV (SHIV)
Advanced Body Armor Improved Body Armor 12 Alloys 620 Kestrel Armor (Equipment - Armor)
Carapace Armor (Equipment - Armor)
Mobile Power Armor Advanced Body Armor
Elerium
10 Elerium
15 Alloys
MEC-II Defender (MEC - Requires MEC Warfare Systems)
Aegis Armor (Equipment - Armor)
Banshee Armor (Equipment - Armor)
Impact Vest (Equipment)
SHIV Defenses (Foundry Project)
Advanced Power Armor Mobile Power Armor
Alien Power Systems
25x Elerium
25x Alloys
MEC-III Paladin (MEC - Requires MEC Warfare Systems)
Titan Armor (Equipment - Armor)
Corsair Armor (Equipment - Armor)
Autopsies/Interrogations
Name Prerequisites Materials Estimated Point Cost
(Scientists X Days)
Unlocks
Sectoid Autopsy Xenobiology ?x/10x/10x/10x corpse 130 Smart Macrophages (Gene Mod)
Thin Man Autopsy Xenobiology ?x/10x/10x/10x corpse 180 Improved Medkit (Foundry Project)
Muscle Fiber Density (Gene Mod)
Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems)
Chem Grenades (Equipment - Requires New Combat Systems)
Floater Autopsy Alien Biocybernetics ?x corpse Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters)
Shaped Armor (Foundry Project)
Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)
Seeker Autopsy Alien Computers 5x Seeker Wreck 200 Bioelectric Skin (Gene Mod)
UFO Countermeasures (Foundry Project)
Respirator Implant (Equipment)
Drone Autopsy Alien Computers 5x Drone Wreck 130 SHIV Repair (Foundry Project)
Holo-Targeter (Equipment - Mech units)
Muton Autopsy Xenobiology ?x corpse Adrenal Neurosympathy (Gene Mod)
Alien Grenades (Foundry Project)
Ammo Conservation (Foundry Project)
Chryssalid Autopsy Xenogenetics 5x Chrysallid Corpses 280 Chitin Plating (Equipment)
Adaptive Bone Marrow (Gene Mod)
Berserker Autopsy Xenogenetics
Muton Autopsy
5x Berserker Corpse 340 Combat Stims (Equipment)
MEC Close Combat (Foundry Project)
Neural Damping (Gene Mod)
Muton Elite Autopsy Muton Autopsy 5x Muton Elite corpse Secondary Heart (Gene Mod)
Tactical Rigging (Foundry Project)
Sectopod Autopsy Alien Computers 3x corpse Battle Computer (Equipment - MEC - Requires MEC Warfare Systems)
Reflex Cannon (Equipment)
Weapon Supercoolers (Equipment - SHIV)
Cyberdisc Autopsy Alien Biocybernetics ?x corpse Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters)
Autosentry Turret (Equipment - SHIV)
Sentinel Drone (Foundry Project)
Iron Skin (Gene Mod)
Heavy Floater Autopsy Floater Autopsy 5x Heavy Floater Corpse Advanced Repair (Foundry Project)
Alloy Carbide Plating (Equipment - Mechanical)
Ethereal Autopsy Xenopsionics 3x corpse Telekinetic Field (Psi Power)
Mechtoid Autopsy Alien Biocybernetics
Sectoid Autopsy
?x corpse Counterfire Pods (Equipment - SHIV)
Advanced Servomotors (Foundry Project)
Psi Screen (Equipment - requires Psi Warfare Systems)
Tactical Sensors (Equipment - Requires MEC Warfare Systems)
Sectoid Commander Autopsy Xenogenetics
Sectoid Autopsy
5x Sectoid Commander Corpse Mind Merge (Psi Power)
Mind Shield (Equipment - requires Psi Warfare Systems)
Sectoid Interrogation Matching Autopsy Live Sectoid Capture 270 Mind Fray (Psi Power)
Research Credit - Cybernetics
Thin Man Interrogation Matching Autopsy Live Thin Man Capture Regen Biofield (Gene Mod)
Research Credit - Laser Weaponry
Floater Interrogation Matching Autopsy Live Floater Capture Neural Feedback (Psi Power)
Research Credit - Aerospace
Muton Interrogation Matching Autopsy Live Muton Capture Distortion Field (Psi Power)
Research Credit - Gauss Weapons
Berserker Interrogation Matching Autopsy Live Berserker Capture Psi Panic (Psi Power)
Research Credit - Armor
Muton Elite Interrogation Matching Autopsy Live Elite Capture Research Credit - All Weapons
Heavy Floater Interrogation Matching Autopsy Live Heavy Floater Capture Psychokinetic Strike (Psi Power)
Research Credit - Plasma Weaponry
Ethereal Interrogation Matching Autopsy Live Ethereal Capture Mind Control (Psi Power)
Rift (Psi Power - Mind Control an Ethereal to unlock)
Research Credit (All Technology)
Sectoid Commander Interrogation Matching Autopsy Live Sectoid Commander Capture Psi Shadow (Psi Power)
Research Credit - Psionics