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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Charmed</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Charmed"/>
	<updated>2026-05-01T08:07:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Resources_(LWR)&amp;diff=102674</id>
		<title>Alien Resources (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Resources_(LWR)&amp;diff=102674"/>
		<updated>2021-08-05T06:18:43Z</updated>

		<summary type="html">&lt;p&gt;Charmed: alien res no longer affects alien count as of 1.34.05&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
== In General ==&lt;br /&gt;
Aliens accrue resources as the campaign progresses and spend these resources to repair and replace UFOs that XCOM shoots down.  Alien resources indirectly affect what kinds of [[UFOs_(LWR)|UFOs]] the aliens deploy on [[Alien_Missions_(LWR)|Missions]], what types of missions they run each month, and how much [[Alien_Artifacts_(LWR)#Alien_materials|Meld]] you get per canister.  Alien resources do &#039;&#039;not&#039;&#039; affect either the quality or quantity of aliens on missions.&lt;br /&gt;
&lt;br /&gt;
Alien resources are capped to &#039;&#039;at most&#039;&#039; 100% and &#039;&#039;at least&#039;&#039; 0%.&lt;br /&gt;
&lt;br /&gt;
== Effects of Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions and UFO Types ===&lt;br /&gt;
&lt;br /&gt;
Every 5 minutes, Alien &#039;&#039;&#039;Resources&#039;&#039;&#039; is computed and used in conjunction with alien &#039;&#039;&#039;Aggression&#039;&#039;&#039; to generate the [[Alien_Missions_(LWR)|&#039;&#039;&#039;UFO Missions&#039;&#039;&#039;]] that will be conducted.&lt;br /&gt;
&lt;br /&gt;
Different types of alien missions will be generated based on the following Resource thresholds:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
 Tight Resources: &amp;lt;17%&lt;br /&gt;
 Modest Resources: 17-33%&lt;br /&gt;
 Adequate Resources: 34-50%&lt;br /&gt;
 Ample Resources: 51-66%&lt;br /&gt;
 Surplus of Resources: &amp;gt;66%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each mission that is launched will require a specific UFO. Alien Resources are used again (in conjunction with [[Alien_Level_(LWR)|Alien Level]]) to determine which [[UFOs_(LWR)|types of UFOs]] to send on [[Alien_Missions_(LWR)|Missions]]. See the [[Alien_Missions_(LWR)|Missions]] page for detailed information on this decision.&lt;br /&gt;
&lt;br /&gt;
=== Meld Rewards ===&lt;br /&gt;
&lt;br /&gt;
Alien Resources helps determine the rewards obtained from meld canisters.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 885px;&amp;quot;&amp;gt;&lt;br /&gt;
 Meld Reward = 0.3 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[1, 1.3, 1.6, 2.0]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount of meld per canister is set to a minimum of 10 and is modified by Campaign Length.&lt;br /&gt;
&lt;br /&gt;
== Increasing and Decreasing Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
Aliens gain resources in a variety of different ways. At the beginning of a month, they are set to a minimum level of 3% for each month that has passed. In addition, each [[Missions_(LWR)#Alien_Base_Assault|Alien Base]] they have online generates +6% resources at the end of each month. Lastly, the Aliens can conduct Harvest missions with UFOs to award themselves large chunks of resources.&lt;br /&gt;
&lt;br /&gt;
Aliens only lose resources in two ways: first, paying the initial cost to construct [[Missions_(LWR)#Alien_Base_Assault|Alien Bases]] costs them resources. Second, aliens accrue resource costs to replace or repair [[UFOs_(LWR)|UFOs]] that XCOM shoots down, assaults, or damages. &lt;br /&gt;
&lt;br /&gt;
=== Minimum Monthly Resources ===&lt;br /&gt;
&lt;br /&gt;
At the beginning of a month, aliens resources are set to at least a base minimum.  If their current resources exceeds this minimum amount, there will be no effect.&lt;br /&gt;
&lt;br /&gt;
* Minimum Resources per month: 3% per month (up to a maximum of 100%)&lt;br /&gt;
&lt;br /&gt;
Since the maximum amount of resources for aliens is 100%, a campaign that progresses for long enough will eventually see Alien Resources permanently set to its 100% cap at the beginning of each month, regardless of XCOM activity.&lt;br /&gt;
&lt;br /&gt;
=== Income from Bases ===&lt;br /&gt;
&lt;br /&gt;
At the end of a month, aliens generate resources for each base they have in play and pay for each base they created.&lt;br /&gt;
&lt;br /&gt;
* Existing alien bases: +6% per base&lt;br /&gt;
* Creation of a new alien bases: -20% per base&lt;br /&gt;
&lt;br /&gt;
=== Harvest Missions ===&lt;br /&gt;
&lt;br /&gt;
The UFOs can conduct [[Alien_Missions_(LWR)#Harvest|Harvest missions]] in an attempt to obtain resources. This is [[Alien_Missions_(LWR)#Mission_Table|particularly likely]] if resources from last month were low. Successful Harvests award them with a bunch of resources, depending on the class of UFO used.&lt;br /&gt;
&lt;br /&gt;
* Transport: +12% resources&lt;br /&gt;
* Harvester: +9% resources&lt;br /&gt;
* Raider: 6% resources&lt;br /&gt;
* Scout: 3% resources&lt;br /&gt;
&lt;br /&gt;
Successful harvest missions rewards are modified by Campaign Length.&lt;br /&gt;
&lt;br /&gt;
=== Combat Patrols ===&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost credit and raise alien aggression, but will lower continent panic, alien research, and alien resources. For more information click here: [[Air_Combat_(LWR)#Combat_Patrols|Combat Patrols]]&lt;br /&gt;
&lt;br /&gt;
=== Cost of Repairing / Replacing UFOs ===&lt;br /&gt;
&lt;br /&gt;
As a month progresses, shooting down, damaging, or assaulting UFOs accrues costs to replace and repair them, reducing alien resources.&lt;br /&gt;
&lt;br /&gt;
The resource costs to replace shot down, assaulted, or destroyed UFOs is as follows:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Scout|Scout]]: -2% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Fighter|Fighter]]: -2% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Radier|Raider]]: -3% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Destroyer|Destroyer]]: -4% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Overseer|Overseer]]: -7% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Transport|Transport]]: -8% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Abductor|Abductor]]: -5% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Harvester|Harvester]]: -4% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Terror_Ship|Terror Ship]]: -7% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]]: -9% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Battleship|Battleship]]: -11% resources&lt;br /&gt;
&lt;br /&gt;
All resource costs are modified by campaign length with shorter campaigns having more of an effect on resources and longer campaigns having less of an effect.&lt;br /&gt;
&lt;br /&gt;
Damaged UFOs cost a fraction of their full resource value to replace, proportional to the percentage of damage accrued:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 610px;&amp;quot;&amp;gt;&lt;br /&gt;
 UFO Repair Cost: Regular Resource Cost of UFO x % of Damage Dealt to UFO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Charmed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=102673</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=102673"/>
		<updated>2021-08-05T05:56:29Z</updated>

		<summary type="html">&lt;p&gt;Charmed: soldiers cost 80 as of 1.33&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
This facility houses your soldiers.&lt;br /&gt;
&lt;br /&gt;
== Soldier List == &lt;br /&gt;
&lt;br /&gt;
Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them. However, unless the Barracks&#039; capacity is full, there is never reason to fire your soldiers, as they draw no salary.&lt;br /&gt;
&lt;br /&gt;
==Officer Training School ==&lt;br /&gt;
Upgrades are unlocked based on the total number of successful missions during the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px 12px;&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Required Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Successful Missions&amp;lt;/b&amp;gt;&amp;lt;BR&amp;gt;(Modified by Campaign Length) || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes the XTP: Soldiers autopromote to SPEC and gain 5xp each day&lt;br /&gt;
| - || 20 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP II: Soldiers autopromote to LCPL and gain 10xp each day&lt;br /&gt;
| XTP I || 70 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP III || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP III: Soldiers autopromote to CPL and gain 20xp each day&lt;br /&gt;
| XTP II || 110 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 10 || 150&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant and Captain, and allows the promotion of 1 Captain to Major.&lt;br /&gt;
| Captains || 50 || 450&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain and Major, and allows the promotion of 1 Major to Colonel.&lt;br /&gt;
| Majors || 90 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 110 || 750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Note&#039;&#039;&#039;: XCOM Training Programmes (XTPs) grant their xp and promotions at midnight each day and &#039;&#039;only apply to active or fatigued soldiers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Psi Labs ==&lt;br /&gt;
&lt;br /&gt;
Test up to 2 soldiers to discover their psionic ability. For more information click here: [[Psionic_(LWR)#Training|Psionic Training]]&lt;br /&gt;
&lt;br /&gt;
== The Memorial ==&lt;br /&gt;
&lt;br /&gt;
Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
&lt;br /&gt;
== Recruit Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Each new soldier costs §80 on all difficulties and take 18 days to arrive.&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
&lt;br /&gt;
Here you can choose which of your [[Soldiers (LWR)|Soldiers]] should become an [[Officers (LWR)|Officer]] and to what rank they should be promoted. You can only assign titles that have already been purchased at the [[Officer Training School (LWR)|Officer Training School]].&lt;br /&gt;
&lt;br /&gt;
Each [[Officers (LWR)|Officer]] must have completed at least 5 missions since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (LWR)|Psionic Soldiers]], [[MEC Trooper (LWR)|MEC Troopers]] and [[S.H.I.V. (LWR)|S.H.I.V.s]] cannot be promoted to officers and officers cannot discover or develop psionic abilities or be augmented into MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier Ranks Required for Promotion&lt;br /&gt;
|-&lt;br /&gt;
! Solder Rank !! Officer Rank Available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Facilities (LWR)]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Charmed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Resources_(LWR)&amp;diff=102672</id>
		<title>Alien Resources (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Resources_(LWR)&amp;diff=102672"/>
		<updated>2021-08-05T05:55:43Z</updated>

		<summary type="html">&lt;p&gt;Charmed: alien res no longer affects alien count as of 1.34.05&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
== In General ==&lt;br /&gt;
Aliens accrue resources as the campaign progresses and spend these resources to repair and replace UFOs that XCOM shoots down.  Alien resources indirectly affect what kinds of [[UFOs_(LWR)|UFOs]] the aliens deploy on [[Alien_Missions_(LWR)|Missions]], what types of missions they run each month, and how much [[Alien_Artifacts_(LWR)#Alien_materials|Meld]] you get per canister.  Alien resources do &#039;&#039;not&#039;&#039; affect either the quality or quantity of aliens on missions.&lt;br /&gt;
&lt;br /&gt;
Alien resources are capped to &#039;&#039;at most&#039;&#039; 100% and &#039;&#039;at least&#039;&#039; 0%.&lt;br /&gt;
&lt;br /&gt;
== Effects of Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions and UFO Types ===&lt;br /&gt;
&lt;br /&gt;
Every 5 minutes, Alien &#039;&#039;&#039;Resources&#039;&#039;&#039; is computed and used in conjunction with alien &#039;&#039;&#039;Aggression&#039;&#039;&#039; to generate the [[Alien_Missions_(LWR)|&#039;&#039;&#039;UFO Missions&#039;&#039;&#039;]] that will be conducted.&lt;br /&gt;
&lt;br /&gt;
Different types of alien missions will be generated based on the following Resource thresholds:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 260px;&amp;quot;&amp;gt;&lt;br /&gt;
 Tight Resources: &amp;lt;17%&lt;br /&gt;
 Modest Resources: 17-33%&lt;br /&gt;
 Adequate Resources: 34-50%&lt;br /&gt;
 Ample Resources: 51-66%&lt;br /&gt;
 Surplus of Resources: &amp;gt;66%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each mission that is launched will require a specific UFO. Alien Resources are used again (in conjunction with [[Alien_Level_(LWR)|Alien Level]]) to determine which [[UFOs_(LWR)|types of UFOs]] to send on [[Alien_Missions_(LWR)|Missions]]. See the [[Alien_Missions_(LWR)|Missions]] page for detailed information on this decision.&lt;br /&gt;
&lt;br /&gt;
=== Increased Aliens on Missions ===&lt;br /&gt;
&lt;br /&gt;
If current alien resources exceed 50/80%, an extra +1/2 aliens are added to the following missions:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Abductions, Terror Missions, Landed UFOs, and Crashed UFOs (except for the Overseer).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meld Rewards ===&lt;br /&gt;
&lt;br /&gt;
Alien Resources helps determine the rewards obtained from meld canisters.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 885px;&amp;quot;&amp;gt;&lt;br /&gt;
 Meld Reward = 0.3 * Alien Resources (Min: 33%) * (1 + Alien Level/6) * Difficulty Modifier[1, 1.3, 1.6, 2.0]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount of meld per canister is set to a minimum of 10 and is modified by Campaign Length.&lt;br /&gt;
&lt;br /&gt;
== Increasing and Decreasing Alien Resources ==&lt;br /&gt;
&lt;br /&gt;
Aliens gain resources in a variety of different ways. At the beginning of a month, they are set to a minimum level of 3% for each month that has passed. In addition, each [[Missions_(LWR)#Alien_Base_Assault|Alien Base]] they have online generates +6% resources at the end of each month. Lastly, the Aliens can conduct Harvest missions with UFOs to award themselves large chunks of resources.&lt;br /&gt;
&lt;br /&gt;
Aliens only lose resources in two ways: first, paying the initial cost to construct [[Missions_(LWR)#Alien_Base_Assault|Alien Bases]] costs them resources. Second, aliens accrue resource costs to replace or repair [[UFOs_(LWR)|UFOs]] that XCOM shoots down, assaults, or damages. &lt;br /&gt;
&lt;br /&gt;
=== Minimum Monthly Resources ===&lt;br /&gt;
&lt;br /&gt;
At the beginning of a month, aliens resources are set to at least a base minimum.  If their current resources exceeds this minimum amount, there will be no effect.&lt;br /&gt;
&lt;br /&gt;
* Minimum Resources per month: 3% per month (up to a maximum of 100%)&lt;br /&gt;
&lt;br /&gt;
Since the maximum amount of resources for aliens is 100%, a campaign that progresses for long enough will eventually see Alien Resources permanently set to its 100% cap at the beginning of each month, regardless of XCOM activity.&lt;br /&gt;
&lt;br /&gt;
=== Income from Bases ===&lt;br /&gt;
&lt;br /&gt;
At the end of a month, aliens generate resources for each base they have in play and pay for each base they created.&lt;br /&gt;
&lt;br /&gt;
* Existing alien bases: +6% per base&lt;br /&gt;
* Creation of a new alien bases: -20% per base&lt;br /&gt;
&lt;br /&gt;
=== Harvest Missions ===&lt;br /&gt;
&lt;br /&gt;
The UFOs can conduct [[Alien_Missions_(LWR)#Harvest|Harvest missions]] in an attempt to obtain resources. This is [[Alien_Missions_(LWR)#Mission_Table|particularly likely]] if resources from last month were low. Successful Harvests award them with a bunch of resources, depending on the class of UFO used.&lt;br /&gt;
&lt;br /&gt;
* Transport: +12% resources&lt;br /&gt;
* Harvester: +9% resources&lt;br /&gt;
* Raider: 6% resources&lt;br /&gt;
* Scout: 3% resources&lt;br /&gt;
&lt;br /&gt;
Successful harvest missions rewards are modified by Campaign Length.&lt;br /&gt;
&lt;br /&gt;
=== Combat Patrols ===&lt;br /&gt;
&lt;br /&gt;
Undamaged interceptors can be sent on &#039;&#039;&#039;Combat Patrols&#039;&#039;&#039;. This will cost credit and raise alien aggression, but will lower continent panic, alien research, and alien resources. For more information click here: [[Air_Combat_(LWR)#Combat_Patrols|Combat Patrols]]&lt;br /&gt;
&lt;br /&gt;
=== Cost of Repairing / Replacing UFOs ===&lt;br /&gt;
&lt;br /&gt;
As a month progresses, shooting down, damaging, or assaulting UFOs accrues costs to replace and repair them, reducing alien resources.&lt;br /&gt;
&lt;br /&gt;
The resource costs to replace shot down, assaulted, or destroyed UFOs is as follows:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Scout|Scout]]: -2% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Fighter|Fighter]]: -2% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Radier|Raider]]: -3% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Destroyer|Destroyer]]: -4% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Overseer|Overseer]]: -7% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Transport|Transport]]: -8% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Abductor|Abductor]]: -5% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Harvester|Harvester]]: -4% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Terror_Ship|Terror Ship]]: -7% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]]: -9% resources&lt;br /&gt;
* [[UFOs_(Long_War)#Battleship|Battleship]]: -11% resources&lt;br /&gt;
&lt;br /&gt;
All resource costs are modified by campaign length with shorter campaigns having more of an effect on resources and longer campaigns having less of an effect.&lt;br /&gt;
&lt;br /&gt;
Damaged UFOs cost a fraction of their full resource value to replace, proportional to the percentage of damage accrued:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 610px;&amp;quot;&amp;gt;&lt;br /&gt;
 UFO Repair Cost: Regular Resource Cost of UFO x % of Damage Dealt to UFO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Charmed</name></author>
	</entry>
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