Difference between revisions of "Scientists and Engineers (LWR)"

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Each scientist increases the speed of research by 2% (stacks additively).
 
Each scientist increases the speed of research by 2% (stacks additively).
  
The speed to research each technology is defined by:
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An exact formula for research speed can be found here: '''[[Research_(LWR)|Research]]'''
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Research Time = [Base Time * (1 - Credit Bonus)] / [(50 + scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]
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Scientists are also required in order to build '''laboratories'''. The first requires 20 scientists. Each subsequent '''laboratory''' requires double the number of scientist of the previous (e.g. the 4th lab requires 160 scientists).
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Scientists are also required in order to build laboratories (15 scientists per laboratory).
 
  
 
==Engineers==
 
==Engineers==
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XCOM starts with 10 engineers and may acquire more throughout the campaign.
 
XCOM starts with 10 engineers and may acquire more throughout the campaign.
  
Each engineer increases the speed of item production through a complex formula:
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The speed to produce an item is reduced with more engineers. An exact formula can be found here: '''[[Engineering_(LWR)#Item_Production_Speed|Engineering - Item Production Speed]]'''
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Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * Number of Workshops)
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Engineers are also required in order to build '''workshops'''. The first requires 20 engineers. Each subsequent '''workshop''' requires double the number of engineers from the previous (e.g. the 4th workshop requires 160 engineers).
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As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces build time by a smaller and smaller amount.
 
  
Engineers are also required in order to build workshops and satellite uplinks/nexus' (15 engineers per workshop and 20 engineers per satellite uplink/nexus).
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The same engineer requirements apply to building '''satellite uplinks and nexuses'''.  However, the first uplink (the one you start with) does not count towards this requirement. Also, both '''uplinks and nexuses''' share the engineer requirements and are independent from the '''workshop''' engineer requirements.

Latest revision as of 18:18, 9 November 2023

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Scientists

XCOM starts with 10 scientists and may acquire more throughout the campaign.

Each scientist increases the speed of research by 2% (stacks additively).

An exact formula for research speed can be found here: Research

Scientists are also required in order to build laboratories. The first requires 20 scientists. Each subsequent laboratory requires double the number of scientist of the previous (e.g. the 4th lab requires 160 scientists).

Engineers

XCOM starts with 10 engineers and may acquire more throughout the campaign.

The speed to produce an item is reduced with more engineers. An exact formula can be found here: Engineering - Item Production Speed

Engineers are also required in order to build workshops. The first requires 20 engineers. Each subsequent workshop requires double the number of engineers from the previous (e.g. the 4th workshop requires 160 engineers).

The same engineer requirements apply to building satellite uplinks and nexuses. However, the first uplink (the one you start with) does not count towards this requirement. Also, both uplinks and nexuses share the engineer requirements and are independent from the workshop engineer requirements.