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

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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:
+
The speed to produce an item can be found here: [[Engineering_(LWR)|Engineering]]
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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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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).
 
Engineers are also required in order to build workshops and satellite uplinks/nexus' (15 engineers per workshop and 20 engineers per satellite uplink/nexus).

Revision as of 16:34, 23 January 2021

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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).

The speed to research each technology can be found here: Research

Scientists are also required in order to build laboratories (15 scientists per laboratory).

Engineers

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

The speed to produce an item can be found here: Engineering

Engineers are also required in order to build workshops and satellite uplinks/nexus' (15 engineers per workshop and 20 engineers per satellite uplink/nexus).