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Engineering (LWR)

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In General

The Engineering Bay houses the engineering team, headed by Dr. Shen.

Build/Buy Items

Here you can build or purchase items that you have the resources for.

Item Production and Foundry Project Speed

Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):

Time (in hours) = Build Time * Optimal Engineers * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1.6 ^ Number of Workshops) 

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 time by a smaller and smaller amount.

Workshop Discount

A Workshop reduces Credit/Alloy/Elerium costs of all items and foundry projects by 10%. Workshop adjacency bonus counts as half of the Workshop. Multiple Workshops and adjacencies have diminishing returns and discounts cannot exceed 50%. The price you pay is given by formula:

Percent of price you pay = 0.5 + 0.5 * 0.8 ^ (w + 0.5a) 

(Where w is the number of Workshops and a is the number of adjacency bonuses)

Values in the following table represent the natural expansion of Workshops in your base. It is assumed that you first build a Foundry and a Repair Bay, then four Workshops adjacent to them.

Workshops and adjacencies Total Discount
0.5 5.28%
2 18.00%
4 29.52%
5.5 35.35%
7.5 40.62%


Item Fabrication Capacity

The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every 2 workshops.

Rushing

Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.

Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: Scientists and Engineers)

Build Facilities

By selecting "Build Facilities," a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.

Excavations cannot be rushed, and take 8 days to complete.

Rushing

Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.

The Foundry

SHIV Advancements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
SHIV Advancements I Weapons Technology Unlocks the first level of SHIV configuration perks. 10 Alien Weaponry §100 0 80 0 0 10 6x Drone Wrecks
SHIV Advancements II - Unlocks the second level of SHIV configuration perks. 30 Cyberdisc Autopsy §300 50 100 0 0 20 2x Drone Wreck,
2x Cyberdisc Wreck
SHIV Advancements III - Unlocks the third level of SHIV configuration perks. 50 Heavy Floater Autopsy §500 100 120 60 0 30 4x Mechtoid Core

General Mechanical Unit Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Repair Cybernetics Reduces aircraft, MEC, SHIV, and item repair times by 35%. 45 Heavy Floater Autopsy §300 200 0 0 50 30 6x Heavy Floater Corpse
Advanced Servomotors Cybernetics Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. 20 Mechtoid Autopsy §10 150 60 0 0 15 6x Mechtoid Core
Heavy Shells Cybernetics All MECs gain HEAT Warheads. 45 Heavy Floater Interrogation §100 500 10 0 0 15 5x Heavy Floater Corpse
MEC Warfare Systems Cybernetics Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items. 20 Alien Biocybernetics §20 0 10 0 0 5 2x Drone Wreck
Mechanized Defenses Armor Technology Unlocks the Alloy Carbide Plating item (and with Advanced Power Armor, the Core Plating item) for MECs and SHIVs to increase their defensive capabilities. 30 Advanced Body Armor §10 20 10 0 10 15 2x Cyberdisc Wreck
Shaped Armor Armor Technology Increases HP of mechanized units (SHIV, MEC) by 3 and KSM penetration by 20. 35 Berserker Autopsy §20 170 0 40 40 30 4x Berserker Corpse

General Weapon Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Alien Grenades - Allows the use of Alien Grenades and grants AP grenades +2 damage and HE grenades +3 damage. 30 Muton Autopsy §300 70 75 40 30 20 16x Muton Corpse
Ammo Conservation Weapons Technology Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. 60 Muton Elite Autopsy §150 800 475 0 20 20 10x Muton Elite Corpse
Beam Strengthening Weapons Technology Grants +15% crit damage to all primary laser and pulse weapons. 45 Experimental Warfare §350 100 110 60 15 20 4x UFO Power Source
Condensed Plasma Plasma Weaponry
Weapons Technology
Allows production of Plasma Grenades and Plasma Stellerators. 90 Light Plasma Weapons §200 0 160 200 0 70 5x Muton Elite Corpse
Enhanced Ballistics Weapons Technology Allows production of Alloy Enhanced Rounds. 10 Alien Materials §20 10 15 0 0 10 -
Enhanced Lasers Laser Weaponry
Weapons Technology
Allows production of Enhanced Beam Optics. 10 Beam Lasers §20 0 15 10 0 10 -
Jellied Elerium Cybernetics Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the Incinerator Module. 45 Elerium §100 0 50 100 30 15 10x Chryssalid Carcass
Quenchguns Gauss Weaponry
Weapons Technology
Grants +10 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6). 35 Advanced Gauss Weapons §160 100 30 30 0 20 9x Muton Corpse

General Equipment Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Flight Aerospace Technology Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%. 50 Antigrav Systems §500 100 0 100 0 20 8x Drone Wreck
2x Heavy Floater Corpse
Elerium Batteries - Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker. 30 Alien Power Systems §100 50 50 50 0 20 16x Drone Wreck
Improved Medikit Cybernetics Increases the max HP medikits can heal by 2. 12 Muton Elite Autopsy §350 0 0 0 50 10 4x Muton Elite Corpse
New Combat Systems - Unlocks an array of new gear options in combination with other technologies and projects. 30 Experimental Warfare §200 30 60 20 0 20 4x Thin Man Corpse
Psi Warfare Systems Psionics Unlocks an assortment of psionic special equipment. 20 Xenopsionics §200 0 20 20 40 20 6x Sectoid Corpse
Tactical Rigging Armor Technology Grants one extra equipment slot to biosoldiers. 30 Muton Interrogation §50 20 60 80 30 10 4x Muton Corpse

Pistol Upgrades

These upgrades apply to most pistols and machine pistols.

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
High-Capacity Pistols Weapons Technology Grants 1 additional ammo to all non-electric pistols. 10 Alien Weaponry §100 25 50 0 0 10 -
Rail Pistols Gauss Weaponry
Weapons Technology
Grants 10 aim to all pistols. 20 Gauss Weapons §150 20 40 0 0 15 2x Seeker Wreck
Reflex Pistols Plasma Weaponry
Weapons Technology
Grants +1 damage to all pistols. 35 Compact Plasma Weapons §250 40 45 50 0 20 6x Heavy Floater Corpse

Material Recovery

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Scavenging - Allows for the use of secondary scavenging teams on UFO missions. 15 Alien Materials §150 0 0 0 0 15 -
Improved Salvage - Increases weapon fragment recovery from missions and destroyed UFOs by 20%. 5 Alien Materials §400 0 15 0 50 20 20x Thin Man Corpse
Alien Metallurgy - Increases alien alloy recovery from missions and destroyed UFOs by 20%. 5 Alien Materials §800 10 0 0 50 20 10x Drone Wreck
Alien Nucleonics - Increases elerium recovery from missions and destroyed UFOs by 20%. 5 Alien Materials §800 0 0 10 50 20 24x Sectoid Corpse

Base Upgrades

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Advanced Surgery Cybernetics Decreases biosoldier wound times by 25%. 45 Alien Biocybernetics §600 0 0 0 0 30 4x Alien Stasis Tank,
4x Alien Surgery
Grey Market - Unlocks the Grey Market. 10 - §10 10 0 10 10 45 1x Sectoid Captive
Operation Rapid Forge - Refines recruitment logistics to bring new soldiers on board faster and at reduced cost. Lowers recruitment time by 3 days. Establishes patrol routes staffed by all idle soldiers not actively selected to defend the base. These patrols weaken alien attackers, reducing their HP by an average of 0.5% per soldier on patrol. 25 Beam Lasers §200 0 0 0 0 5 -
Project Iron Resolve - Enhances XCOM Base patrol tactics and defensive readiness while streamlining recruitment efforts. Reduces recruitment time by an additional 3 days. Defensive outposts along patrol routes allow soldiers to engage alien forces more efficiently, reducing fatigue and injuries sustained by patrolling soldiers during an alien assault by 30% and increasing the HP reduction on alien attackers to as average of 1% per soldier on patrol. 25 Improved Body Armor
Operation Rapid Forge
§400 0 0 0 0 5 -
Aegis Initiative - Reinforces XCOM Base patrol positions with cutting-edge defense strategies. Attacking aliens will have their HP reduced by an average of 1.5% per soldier on patrol due to advanced training, fortifications, and equipment. Reduces fatigue and injuries by 90% for patrol teams, as they defend from fortified locations, damaging aliens before they can retaliate. Further improves recruitment pipelines, lowering recruitment time by an additional 3 days. 25 Alien Command and Control
Project Iron Resolve
§600 0 0 0 0 5 -

Aerospace Improvements

Name Credit type Effects Prerequisites Cost
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
Other
Aircraft Boosters Aerospace Technology
Laser Weaponry
Allows production of one-time 'boosters' for interception. 10 Alien Materials §50 0 10 0 10 10 2x Drone Wreck
Armored Fighters Aerospace Technology
Armor Technology
Increases interceptor and firestorm HP by 30%. 30 Advanced Aerospace Concepts §450 150 50 0 25 20 8x Floater Corpse
Cooling Coils Aerospace Technology Increases rate of fire of all air weapons by 30%. 35 Heavy Floater Interrogation §80 350 110 0 0 20 4x Cyberdisc Wreck
4x UFO Flight Computer
Elerium Afterburners Aerospace Technology Increases aircraft battle speed by 10. 45 Alien Propulsion §200 70 0 150 0 20 4x UFO Power Source
Improved Avionics Aerospace Technology Increases aircraft aim by 10. 40 Advanced Aerospace Concepts §400 300 60 0 0 20 6x UFO Flight Computer
Phoenix Coilguns Gauss Weaponry Upgrades phoenix cannon penetration to Tier 3 (from Tier 2). 15 Gauss Weapons §40 80 130 0 0 10 6x UFO Power Source
Stealth Satellites - Decreases the success chance of unabetted hunts to 50% (from 100%). 65 Stealth Systems §50 110 0 10 0 10 6x UFO Flight Computer
Supercapacitors Laser Weaponry Increases laser cannon damage from 400 to 800. Unlocks Reaper Ammo. 50 Advanced Pulse Lasers §200 100 40 50 30 5 8x UFO Power Source
UFO Countermeasures Aerospace Technology Increases aircraft dodge chance by 10%. 50 Seeker Autopsy §150 40 75 20 0 20 12x Seeker Wreck
12x UFO Flight Computer
UFO Scanners - Increase interception time by 10%.
Adds UFO HP estimates to the interception screen.
10 - §50 0 5 0 0 5 2x UFO Flight Computer
UFO Tracking Aerospace Technology Increases interception time by 10%.
Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft.
40 Alien Power Systems §300 10 0 10 0 40 2x UFO Flight Computer

Repair Bay

Items can be damaged when a unit is wounded during a battle. If a unit took no base HP damage, there is a 0% chance for the items on that unit to become damaged. If a unit was reduced to 0 health, there's a 20~95% chance for the item to become damaged (depending on the item). The actual chance scales with the percentage of base HP lost. Items with unlimited supply cannot become damaged. Most of the lategame items also cannot become damaged.

Items require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.

Augment Soldiers

Augment up to 1 soldier at a time to become a MEC. For more information click here: MEC Augmentation