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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MikeTheRed</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MikeTheRed"/>
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	<updated>2026-05-01T07:26:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:KayDekker&amp;diff=85380</id>
		<title>User:KayDekker</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:KayDekker&amp;diff=85380"/>
		<updated>2017-11-30T02:06:20Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: Created page with &amp;quot;Hi Kay,  Did you see my note about your helpful observation on U.S. versus British names in XCOM 1994, five years ago?  It was a surprising insight to me; being American, I ha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi Kay,&lt;br /&gt;
&lt;br /&gt;
Did you see my note about your helpful observation on U.S. versus British names in XCOM 1994, five years ago?&lt;br /&gt;
&lt;br /&gt;
It was a surprising insight to me; being American, I had no clue. It stands out to me as a place I made a statement about data without having any idea of what I was talking about.&lt;br /&gt;
&lt;br /&gt;
Thanks if you want to respond. Last request.&lt;br /&gt;
&lt;br /&gt;
   MikeTheRed&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=84321</id>
		<title>Info (Alliance)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=84321"/>
		<updated>2017-03-20T00:50:34Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Com Alliance is one of several X-Com titles that was never published. It was intended to be a squad based first person shooter.  The following excerpt from XCommand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; details the history of this ill fated title. &lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alliance Information}}&lt;br /&gt;
Earlier in 2001, the Unreal-powered X-COM: Alliance was officially canceled. The game was originally conceived in the mid 90s at the Microprose UK (Chipping Sodbury) studio. However, in late 1998/early 1999, after internal studio problems, the project was moved to the Microprose Hunt Valley studio, located in Maryland, United States. The game was reworked, and the development really started to look impressive, winning acclaim from many gaming websites. However, in April/May of 2000, development came to a crashing halt. The exact nature of what happened isn&#039;t totally known, but it is believed that a key team member (possibly Lead Programmer) left the studio. It&#039;s not known whether the person was sacked or quit. The loss of this member caused issues with development, leading to Hasbro Interactive stopping the project and asking the X-COM: Alliance team to create [[Info (Enforcer)|X-COM: Enforcer]]. &lt;br /&gt;
&lt;br /&gt;
Early in 2001, the public relations manager of Infogrames UK announced that the game had been canceled (basically because of its development history). The public relations at a previously owned Microprose/Hasbro studio claimed it wasn&#039;t canceled (and still presumably do), but seeing as the person who claims it is, is a public relations manager, at the main Infogrames UK studio, then there&#039;s obviously been lack of communication between studios, and the game is officially canceled. &lt;br /&gt;
&lt;br /&gt;
Anyhow, here&#039;s what the game was going to be. This is the biggest X-COM: Alliance &#039;preview&#039; (memorial?) on the internet. XCommand was the first X-COM fansite to acknowledge X-COM: Alliance&#039;s existence, and I (Byron) was the first person in the X-COM community to discover it&#039;s existance. A long time ago (1998?) I typed &#039;X-COM 5&#039; into a Lycos search, and came across a stocks/shares forum which mentioned an Unreal powered X-COM game, called X-COM: Alliance. It was a very cool moment to come across a game previously unknown about! =) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an excerpt from a press release about X-COM: Alliance. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The year is 2062. X-COM is returning to the ruins of the alien invasion base at [[Cydonia]] on [[Mars]]. Their mission: to search for any technology overlooked at the end of the first alien war fought in UFO: Enemy Unknown. As X-COM reaches orbit around Mars, an abandoned dimension gate flings them 60 light-years from Earth into the middle of a war between X-COM&#039;s original foes and a race called the [[Ascidians]]. Attempting to return home, X-COM allies join with the Ascidians to defeat the alien threat. &lt;br /&gt;
&lt;br /&gt;
X-COM Alliance is a first-person point-of-view action game that plunges the player into the X-COM universe to take on the alien threat. The explosive battles take place on numerous unique 3-D worlds in a 15-mission fight to kill the aliens and find your way back to Earth. Utilizing a new and exciting view of combat, in which you can also see the first-person view of up to four troopers in your X-COM strike team, the player commands an X-COM squad as they fight their way to the enemies&#039; home world to prevent the decimation of their allies, the Ascidians. On board the X-COM ship, the Patton, the player controls the resources scavenged from the alien craft during combat missions, handpicking squads and arming them with the latest technology researched from both alien and human technologies.&amp;quot;&lt;br /&gt;
{{Ref Close| source = XCommand}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;XCommand&#039;&#039;&#039;, formerly available at &#039;&#039;http://dynamic.gamespy.com/~xcom/&#039;&#039; is now defunct. &lt;br /&gt;
&lt;br /&gt;
A leaked Beta is available for use in the Unreal program: http://www.xcomufo.com/forums/index.php?showtopic=242035170&lt;br /&gt;
&lt;br /&gt;
Some gameplay footage, mainly from this beta, is also available online on Youtube. For example, the opening level: https://www.youtube.com/watch?v=wjGxCerqPPY&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Starting_Stats&amp;diff=73095</id>
		<title>Talk:Starting Stats</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Starting_Stats&amp;diff=73095"/>
		<updated>2017-01-15T23:46:22Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: What&amp;#039;s up? Finally getting back to you guys about these thoughts :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In response to this quote on the article page:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Given the theoretical maximum screening rate of 1,000 soldiers per month (only 100 fit in the transfer queue at a time, they take 3 days to show up, so only 10 batches of 100 per month)&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Because [[SOLDIER.DAT]] has a fixed file size of 250 records, only this quantity of soldiers is possible to screen in a given month. Therefore, you would come across the ultimate soldier every 260,645,182.875 months or 21,720,431.9063 years. Big difference, eh? --[[User:Zombie|Zombie]] 16:18, 28 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Soldiers don&#039;t get pulled out of [[SOLDIER.DAT]] if they&#039;re sacked before the end of the month? [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:56, 28 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: They become overwritable, yes.  However, psi-screening only happens at the &amp;lt;b&amp;gt;end&amp;lt;/b&amp;gt; of the month; only 250 soldiers per month can be screened for Psi Strength.  --[[User:Zaimoni|Zaimoni]] 21:50, 28 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Point taken.  Unless you&#039;re looking at right at the file to get your data, at which case Psi Screening takes no extra time.  ;P [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:53, 28 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My bad, while reading a little closer in the article, it didn&#039;t include Psi-screening. Ok, taking everything into account (that includes all the stats plus melee, TA and psi skill which MTR didn&#039;t think was important), a maxed out soldier would happen once out of 1,563,771,009,497.4 months. That&#039;s 78,188,550,474.87 years (or over 78 billion years). --[[User:Zombie|Zombie]] 20:57, 28 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:How&#039;s it going, everyone? For the record, don&#039;t forget that soldiers actually have to be present at the &#039;&#039;start&#039;&#039; of the month to do psi training. Which in theory means 250 every &#039;&#039;two&#039;&#039; months (&#039;&#039;twice&#039;&#039; as long) because you&#039;d have to be recruited during the previous month to be there then. That said (and I can&#039;t remember if I thought of this at the time, but)...&lt;br /&gt;
&lt;br /&gt;
:If we were really screening our guys, you would do it in batches of 100 as described and then, if any of these soldiers were max in what you could immediately see (incredibly rare), you would then put those guys into psi training &#039;&#039;next&#039;&#039; month, with room to spare. The transfer queue only holds 100 at a time, which leaves room for 150 more soldiers to train. &lt;br /&gt;
&lt;br /&gt;
:As a result, the math stays &#039;&#039;almost&#039;&#039; the same. This new way of looking at psi strength would only have the effect of adding an average of 1.5 months to whatever other total was derived. That&#039;s because you would only add in the final month of training for the last soldier (the one that was found to have 100 psi strength), plus the 1-29 days or so that he arrived in the previous month. (So, it only adds an average of 1.5 months.) Because all the other guys that were max on other stats (and then got psi tested) would be tested in parallel with the batches of 100 that keep coming. Therefore, the time needed is not really changed. Psi strength still just adds the 101 multiplication term it otherwise already did in my calculation. (Because you will have to go through 101 of them to find one of 100 psi strength, on average, after you find guys that are max in stats immediately visible.)&lt;br /&gt;
&lt;br /&gt;
:As for the other stats (melee, throwing, and psi skill), that&#039;s perfectly fine to include if you want; just a matter of preference. Which would definitely increase the numbers if you did, as you say. I think it&#039;s really debatable if you&#039;d want to include melee, but these are only parlor games anyway. In any event, I was merely tossing off an idle aside that no one had considered before; it&#039;s how I framed it at the moment. I wonder if anyone would&#039;ve ever considered any of it, if I hadn&#039;t. How many people do you know that go around tossing off overly convoluted analyses for no good reason? lol&lt;br /&gt;
&lt;br /&gt;
:Hey, it&#039;s great to see you guys! I am writing up some stuff on my own site about my work on XCOM and other games (which led me here). I&#039;ll give a link on my User page when done.&lt;br /&gt;
::-[[User:MikeTheRed|MikeTheRed]] ([[User talk:MikeTheRed|talk]]) 23:46, 15 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=72940</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=72940"/>
		<updated>2016-12-01T03:05:17Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* XCOM 2 Arrives! */  Check it out, hehe. Hi everyone!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM 2 Arrives!&amp;lt;/span&amp;gt;====&lt;br /&gt;
&#039;&#039;&#039; November 11th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;U.S. advanced research organization [https://www.nasa.gov/feature/goddard/2016/nasa-s-navcube-could-support-an-x-ray-communications-demonstration-in-space-a-nasa-first accidentally reveals XCOM device&#039;&#039;&#039;.] Researchers admit they, quote, &amp;quot;need more support to complete the XCOM package&amp;quot;. [[Council_of_Funding_Nations]] advises NASA to use cover story in hopes of keeping invasion secret.  :)&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; June 11th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* Steam have a one third off weekend special on XCOM 2 this weekend. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:XCOM2_Sectopod.png|240px|thumb|XCOM 2 Arrives]]&lt;br /&gt;
&#039;&#039;&#039; February 4th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* It is now possible to start the preload of XCOM 2 through Steam (~24.6 Gb download). Firaxis has already [http://steamcommunity.com/games/268500/announcements/detail/843665914362353836 announced] the release schedule for the different regions and has made available the ingame characters of the Development team for use in XCOM 2&#039;s Character Pool. Several reviews have been already released on the major gaming sites - some spoilers might be included on those, read at your own risk. Good luck commanders. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:XCOM 2 Retaliation.png|240px|thumb|XCOM 2 - Join Us Or Become Them]]&lt;br /&gt;
&#039;&#039;&#039; December 12th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The Official [[XCOM2|XCOM 2]] &amp;quot;Retaliation&amp;quot; trailer has been released. You can check the video [https://www.youtube.com/watch?v=j0qHZG1-rEg here] and for more ingame action, you can check Beaglerush&#039;s XCOM 2 gameplay videos: [https://www.youtube.com/watch?v=I9vG-N0ILB0 War Hand], [https://www.youtube.com/watch?v=JT_0gsOmsQE Blacksite] and [https://www.youtube.com/watch?v=5X1Tfx_TM38&amp;amp;feature=youtu.be Legendary War Hand]. XCOM 2 will be released on February 5th, 2016. &lt;br /&gt;
[[File:XCOM 2 Soldier Customization.png|240px|thumb|Soldier Customization]]&lt;br /&gt;
&#039;&#039;&#039; September 10th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* [[XCOM2]] has been made available for pre-order on Steam in addition to XCOM: Enemy Unknown being free to play for all users until 10am PT on Sunday, September 13 with a 75% discount for anyone who purchases the game during the same period. This discount also applies to all downloadable content. Like the Elite Soldier Pack that came with pre-orders of Enemy Unknown, XCOM2 pre-orders come with the Resistance Warrior Pack which has more soldier customization options.[http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 7th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released new [https://www.youtube.com/watch?v=lj42i7f1nj0&amp;amp;feature=youtu.be footage] of the upcoming [[XCOM2]] game, with a focus on the Avenger, the mobile base used by XCOM to fight the ADVENT forces. Highlights include a tour through the base facilities and XCOM&#039;s Chief Engineer and Scientist, as well as a display of the soldier customization and the strategic layer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OpenTFTD Beta Released====&lt;br /&gt;
[[File:OpenTFTD1.png|240px|thumb|OpenTFTD]]&lt;br /&gt;
&#039;&#039;&#039;August 4th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The developers of [[OpenXcom]] have released the first Nightly (a.k.a. beta version) of [http://openxcom.org/ OpenTFTD], an open source reimplementation of [[TFTD|XCOM: Terror From The Deep]]. OpenTFTD comes included with the engine of regular OpenXcom and requires a copy of the original TFTD game to play.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====XCOM 2 Gameplay Video Released====&lt;br /&gt;
&#039;&#039;&#039;June 16th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released the first [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s video] of XCOM 2 gameplay during the E3 2015 conference. The footage features a tactical mission where XCOM troops have to blow up an Advent target and it shows several enemies, including the Advent units of Soldier, Captain, Turret and MEC, as well as the Viper and the evolved Muton Berserker. The video also shows the new concealment/ambush mechanic, as well as a Gremlin hacking a turret and the Skyranger retrieval. It is also possible to see Officer [[Bradford (EU2012)|Bradford]] ordering XCOM troops into action and a glimpse of the world under the alien occupation.&lt;br /&gt;
&lt;br /&gt;
====XCOM2 confirmed!==== &lt;br /&gt;
&#039;&#039;&#039;June 1st, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K and Firaxis have confirmed today on the XCOM official website [[http://xcom.com/]] the upcoming sequel to XCOM: Enemy Unknown. [[XCOM2]] takes place 20 years after the events of the remake, where the aliens have taken over Earth and the remains of XCOM are waging a guerrilla war against the extraterrestrials. The game will feature new soldier classes, the return of the [[Snakemen]] along with other new aliens, procedure generated (random) maps, and will be exclusive to the PC with specific features for mod development. More features will be revealed soon on IGN [http://ca.ign.com/articles/2015/06/01/xcom-2-announced-ign-first].&lt;br /&gt;
&#039;&#039;&#039;May 29th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Two clues at the Advent website have a series of letters that when combined produce &amp;quot;VIGILO CONFIDO&amp;quot;, or the motto of Enemy Unknown 2012. It seems that a new XCOM game is under development and more details should be announced later. &lt;br /&gt;
&#039;&#039;&#039;May 27th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K has released yesterday a link to a site that presents an alternate reality company called [http://www.adventfuture.org/ Advent Administration]. Its contents have triggered speculation on the 2K official forums and Xcom subreddit that it is related to a new upcoming XCOM announcement. The site contains a rotating globe, pictures depicting a XCOM: Apocalypse style city, one of which seems to contain artwork already present on XCOM: Enemy Unknown, and a downloadable .pdf file uses a font called &#039;XCOM-Regular&#039;. The site also appears to be under some sort of hacking by an unknown party, with its contents being replaced by phrases such as &#039;we are still watching&#039;. While all of this is merely circumstantial evidence, 2K is expected to announce a major title on the next E3 Conference in 3 weeks so keep tuned for further details. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 21st, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released video footage of the two panels dedicated to XCOM: Enemy Unknown during the company&#039;s 2014 community convention, which took place last month. The panels were called &#039;&#039;Designing the Soldiers in XCOM&#039;&#039;, which was presented by Game Designer Ananda Gupta, and &#039;&#039;The Artwork of XCOM&#039;&#039;, by Art Director Greg Foertsch. The Firaxicon videos are available at Firaxis&#039;s Youtube [https://www.youtube.com/playlist?list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP channel]. &lt;br /&gt;
&#039;&#039;&#039;October 16th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Steam announced that XCOM: Enemy Unknown can be played for free this weekend, starting today and until next Sunday. For more details check Steam&#039;s [http://store.steampowered.com/news/14681/ announcement]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 5th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Fantasy Flight Games announced that they&#039;ll be publishing &#039;&#039;XCOM: The Board Game&#039;&#039; on the last quarter of 2014. The tabletop board game is based on [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] and can be played from 1-4 players, which take the individual roles of XCOM Commander, Chief Scientist, Central Officer and Squad Leader, with the help of an app companion to determine the moves of the alien forces. For more details check the publisher&#039;s [http://www.fantasyflightgames.com/edge_news.asp?eidn=4972 page], and yes, the game comes included with plastic figures representing all soldier classes, as well as the Interceptors and UFOs. Cost is presented as $59.95 for this game and it will be available for preview at the publisher&#039;s booth on Gen Con Indy 2014. &lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by [[User:SupSuper|SupSuper]] and a bunch of X-COM enthusiasts. For more details about OpenXcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Julian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=55377</id>
		<title>Weapon Fragments (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=55377"/>
		<updated>2014-01-27T15:18:48Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Number of Fragments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Weapon Fragments}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]&lt;br /&gt;
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we&#039;ve seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens&#039; own targeting system.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}&lt;br /&gt;
{{Ref Open | title = Grey Market Description }} &lt;br /&gt;
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we&#039;ve managed to recover from the remains.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&lt;br /&gt;
===Number of Fragments ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
! Alien&lt;br /&gt;
! Weapon &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Weapon Fragments &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Alien Grenade? (+1 WF)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Total Weapon Fragments&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid || Plasma Pistol || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander || Plasma Pistol || 2 || Yes || 3&lt;br /&gt;
|-&lt;br /&gt;
| Outsider || Light Plasma Rifle || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man || Light Plasma Rifle || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Floater || Light Plasma Rifle || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater || Plasma Rifle || 3 || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| Muton || Plasma Rifle* || 3 || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite || Heavy Plasma || 5 || Yes || 6&lt;br /&gt;
|-&lt;br /&gt;
| Drone || Drone Beam || 1 || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc || Cyberdisc Weapon || 4 || Yes || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod || Sectopod Chest Cannon || 6 || - || 6&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Numbers tested in vanilla unmodded Classic-difficulty EU 2012 current as of January 2014 (v. 1.0.0.4963)&#039;&#039;&lt;br /&gt;
:&#039;&#039;* Regular Mutons use a Light Plasma Rifle the first month they are seen, and a regular Plasma Rifle thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some enemies produce no weapon fragments on dying (Berserkers, Chryssalids, Ethereals, and Zombies).&lt;br /&gt;
&lt;br /&gt;
===Affected By===&lt;br /&gt;
&lt;br /&gt;
Ordinarily, fragments appear as shown above when aliens are killed. But there are exceptions:&lt;br /&gt;
* As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won&#039;t be any fragments if you kill an alien with an explosion. (But you can freely &#039;&#039;hurt&#039;&#039; them with frags first.) &lt;br /&gt;
* This appears to apply to &#039;&#039;any&#039;&#039; explosion, including, e.g., being next to exploding Cyberdiscs, Sectopods, or even cars, gas pumps, etc. The death explosion of a Cyberdisc or Sectopod does not destroy its own fragments, however. (Watch for the message about fragments being produced. If you don&#039;t see it, they weren&#039;t produced.)&lt;br /&gt;
*Explosions in the vicinity of a previous kill do not destroy fragments. Unlike the original XCOM, subsequent explosions will  not destroy existing corposes or fragments (but will damage UFO structures such as Power Sources).&lt;br /&gt;
*Sometimes creatures will leave the map, such as drones that &amp;quot;fall through the cracks in the map&amp;quot; if they are flying between platforms when you kill them in a base assault. In such cases, the corpse is lost - but weapon fragments are still recovered. (Apparently the variable is tracked in a simple way.)&lt;br /&gt;
*If aliens use their grenade, they will still produce 1 fragment for the grenade when killed. This includes if you mind-control them and throw it. Once again, fragment tracking seems to be handled simply.&lt;br /&gt;
*However, if you stun an alien or they are killed while mind controlled (both of which cause their weapons and grenades to be recoverable), they will not produce fragments.&lt;br /&gt;
&lt;br /&gt;
The message blurb about Fragments being produced seems to always be correct. So it gives &amp;quot;instant feedback&amp;quot;, even for tricky situations. You can also use the after-battle summary report to correlate the number of dead aliens to the number of fragments received based on the table above (and with the exceptions noted above).&lt;br /&gt;
&lt;br /&gt;
Note that some aliens give a somewhat misleading fragment message when they die. For example, Heavy Floaters give the message &amp;quot;Floater Heavy Plasma Rifle has produced weapon fragments&amp;quot;. Here, the &amp;quot;heavy&amp;quot; is actually referring to the Floater; you can clearly see they are not actually carrying Heavy Plasma Rifles. Likewise, regular Mutons will give the message &amp;quot;Muton Heavy Plasma Rifle has produced weapon fragments&amp;quot; after the first month. In this case, the &amp;quot;heavy&amp;quot; apparently refers to the higher class of rifle they carry after the first month (in other words, the regular Plasma Rifle, not the Light one they carry in the first month).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. &lt;br /&gt;
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. In particular, you might skip S.H.I.V. Foundry projects and Laser research to save fragments.&lt;br /&gt;
* You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=55376</id>
		<title>Weapon Fragments (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=55376"/>
		<updated>2014-01-27T15:15:22Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: A few of these things were very rare occurrence. Also I don&amp;#039;t have EW yet. Clarifications and additions encouraged!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Weapon Fragments}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]&lt;br /&gt;
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we&#039;ve seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens&#039; own targeting system.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}&lt;br /&gt;
{{Ref Open | title = Grey Market Description }} &lt;br /&gt;
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we&#039;ve managed to recover from the remains.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&lt;br /&gt;
===Number of Fragments ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
! Alien&lt;br /&gt;
! Weapon &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Weapon Fragments &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Alien Grenade? (+1 WF)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;80px&amp;quot; | Total Weapon Fragments&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid || Plasma Pistol || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Commander || Plasma Pistol || 2 || Yes || 3&lt;br /&gt;
|-&lt;br /&gt;
| Outsider || Light Plasma Rifle || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Thin Man || Light Plasma Rifle || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Floater || Light Plasma Rifle || 2 || - || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Floater || Plasma Rifle || 3 || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| Muton || Plasma Rifle* || 3 || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| Muton Elite || Heavy Plasma || 5 || Yes || 6&lt;br /&gt;
|-&lt;br /&gt;
| Drone || Drone Beam || 1 || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdisc || Cyberdisc Weapon || 4 || Yes || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sectopod || Sectopod Chest Cannon || 6 || - || 6&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Numbers tested in vanilla unmodded EU 2012 current as of January 2014 (v. 1.0.0.4963)&#039;&#039;&lt;br /&gt;
:&#039;&#039;* Regular Mutons use a Light Plasma Rifle the first month they are seen, and a regular Plasma Rifle thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some enemies produce no weapon fragments on dying (Berserkers, Chryssalids, Ethereals, and Zombies). &lt;br /&gt;
&lt;br /&gt;
===Affected By===&lt;br /&gt;
&lt;br /&gt;
Ordinarily, fragments appear as shown above when aliens are killed. But there are exceptions:&lt;br /&gt;
* As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won&#039;t be any fragments if you kill an alien with an explosion. (But you can freely &#039;&#039;hurt&#039;&#039; them with frags first.) &lt;br /&gt;
* This appears to apply to &#039;&#039;any&#039;&#039; explosion, including, e.g., being next to exploding Cyberdiscs, Sectopods, or even cars, gas pumps, etc. The death explosion of a Cyberdisc or Sectopod does not destroy its own fragments, however. (Watch for the message about fragments being produced. If you don&#039;t see it, they weren&#039;t produced.)&lt;br /&gt;
*Explosions in the vicinity of a previous kill do not destroy fragments. Unlike the original XCOM, subsequent explosions will  not destroy existing corposes or fragments (but will damage UFO structures such as Power Sources).&lt;br /&gt;
*Sometimes creatures will leave the map, such as drones that &amp;quot;fall through the cracks in the map&amp;quot; if they are flying between platforms when you kill them in a base assault. In such cases, the corpse is lost - but weapon fragments are still recovered. (Apparently the variable is tracked in a simple way.)&lt;br /&gt;
*If aliens use their grenade, they will still produce 1 fragment for the grenade when killed. This includes if you mind-control them and throw it. Once again, fragment tracking seems to be handled simply.&lt;br /&gt;
*However, if you stun an alien or they are killed while mind controlled (both of which cause their weapons and grenades to be recoverable), they will not produce fragments.&lt;br /&gt;
&lt;br /&gt;
The message blurb about Fragments being produced seems to always be correct. So it gives &amp;quot;instant feedback&amp;quot;, even for tricky situations. You can also use the after-battle summary report to correlate the number of dead aliens to the number of fragments received based on the table above (and with the exceptions noted above).&lt;br /&gt;
&lt;br /&gt;
Note that some aliens give a somewhat misleading fragment message when they die. For example, Heavy Floaters give the message &amp;quot;Floater Heavy Plasma Rifle has produced weapon fragments&amp;quot;. Here, the &amp;quot;heavy&amp;quot; is actually referring to the Floater; you can clearly see they are not actually carrying Heavy Plasma Rifles. Likewise, regular Mutons will give the message &amp;quot;Muton Heavy Plasma Rifle has produced weapon fragments&amp;quot; after the first month. In this case, the &amp;quot;heavy&amp;quot; apparently refers to the higher class of rifle they carry after the first month (in other words, the regular Plasma Rifle, not the Light one they carry in the first month).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. &lt;br /&gt;
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. In particular, you might skip S.H.I.V. Foundry projects and Laser research to save fragments.&lt;br /&gt;
* You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_(EU2012)&amp;diff=55012</id>
		<title>Satellite (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_(EU2012)&amp;diff=55012"/>
		<updated>2014-01-04T15:58:32Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Satellite (EU2012).png|200px|right|Satellite]]&lt;br /&gt;
An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* &#039;&#039;&#039;Base Costs&#039;&#039;&#039;: §100, 5 Engineers.&lt;br /&gt;
* &#039;&#039;&#039;Foundry Upgrades&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Stealth Satellites&#039;&#039;&#039;: Makes satellites more difficult for UFOs to detect and destroy.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* A country&#039;s panic level receives an instant reduction when a satellite is deployed above it.&lt;br /&gt;
* Countries with active satellites are not subject to Alien Abductions. &lt;br /&gt;
**Corollary: When you get down to a few countries without satellites, they&#039;ll be hit with the three abduction-mission choices! This can spike some past saving (at the end of the month) if you&#039;re not careful.&lt;br /&gt;
* Satellites secure funding and rewards from each country with coverage.&lt;br /&gt;
* As the loading tips point out, satellites are liable to be shot down if you ignore UFOs over that country. See [[Foundry_(EU2012)#Stealth_Satellites|Stealth Satellites]] for more information.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Situation_Room_(EU2012)#Satellite_Network|Satellite Network]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=54979</id>
		<title>Weapon Fragments (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=54979"/>
		<updated>2014-01-03T20:57:19Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Notes */  Does anyone ha&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Weapon Fragments}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]&lt;br /&gt;
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we&#039;ve seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens&#039; own targeting system.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}&lt;br /&gt;
{{Ref Open | title = Grey Market Description }} &lt;br /&gt;
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we&#039;ve managed to recover from the remains.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Weapon Fragments can be retrieved from the battlefield by killing aliens.&lt;br /&gt;
** As [[Vahlen_(EU2012)|Dr. Vahlen]] warns, there won&#039;t be any fragments if you kill an alien with an explosion.&lt;br /&gt;
** However, subsequent explosions (near dead aliens on the battlescape) doesn&#039;t appear to destroy fragments or corpses (but can damage alien equipment such as surgery and power sources). &lt;br /&gt;
** There won&#039;t be fragments if weapons are recovered (via stunning or alien killed while Mind Controlled). If you are desperate for fragments but have cash, you might consider making alien weapons instead of capturing them. Still, the number of fragments from killing any one alien is low.&lt;br /&gt;
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. &lt;br /&gt;
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. You might also skip S.H.I.V. Foundry projects and Laser research to save fragments.&lt;br /&gt;
** You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=54913</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=54913"/>
		<updated>2014-01-02T18:58:28Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: fixed my thumbnail ref&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOM&#039;s head of Engineering]]&lt;br /&gt;
[[Image:engineeringEU2012.jpg|thumb|right|300px|Main Engineering]]&lt;br /&gt;
&#039;&#039;In [[XCOM (EU2012)|XCOM]] Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dr. Shen ==&lt;br /&gt;
Dr. [[Raymond Shen (EU2012)|Shen]] is the Chief Engineer at the [[XCOM Headquarters (EU2012)|XCOM base]]. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Three types of resources are needed for manufacturing in XCOM:&lt;br /&gt;
* Engineers&lt;br /&gt;
* Credits (§)&lt;br /&gt;
* Alien Artifacts such as [[Elerium (EU2012)|Elerium]] or [[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM_2012_Engineers_versus_Savings.jpg|thumb|right|300px|Engineers available versus cost savings]]&lt;br /&gt;
&lt;br /&gt;
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). The formula is:&lt;br /&gt;
[[File:XCOM 2012 Engineers versus Savings formula.jpg|none]]&lt;br /&gt;
&lt;br /&gt;
*When the current number of engineers equals the minimum needed, the term in parentheses becomes &amp;quot;2&amp;quot;, cancelling the 1/2.&lt;br /&gt;
**At twice the number of engineers, it costs 75%. So with 10 engineers, a satellite (Base Cost §100) costs §75.&lt;br /&gt;
**At five times the number of engineers, it costs 60%. With 25 engineers, the satellite costs §60.&lt;br /&gt;
**At twenty times the number of engineers, it costs 52.38%. With 100 engineers, a satellite costs §52 (cost is rounded down).&lt;br /&gt;
**The [http://en.wikipedia.org/wiki/Inflection_point inflection point] is at three times the number of engineers. It can be considered a milestone for where the discount has slowed.&lt;br /&gt;
&lt;br /&gt;
Other resource costs (corpses, etc.) are not discounted. &lt;br /&gt;
*The North American continent bonus gives another 50% discount to [[Hangar (EU2012)|aircraft]] and aircraft weapons. &lt;br /&gt;
*The Asian continent bonus gives another 50% discount to [[S.H.I.V. (EU2012)|SHIVs]].&lt;br /&gt;
&lt;br /&gt;
==Workshops and Bonuses ==&lt;br /&gt;
For information on the structure, see [[Workshop (EU2012)|Workshop]].&lt;br /&gt;
&lt;br /&gt;
* 2 Workshops adjacent to one another will give a 7% discount on building items. &lt;br /&gt;
* For a 3*3 square with 9 workshops, you will get 12*7% = 84% discount on building stuff.&lt;br /&gt;
* 14 adjacent workshops is nearly the maximum with 98% [http://gaming.stackexchange.com/questions/89098/what-is-the-perfect-base-layout].&lt;br /&gt;
* To win the war on XCOM&#039;s ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite [[Satellite Uplink (EU2012)|Uplinks]]/[[Satellite Nexus (EU2012)|Nexus]] and [[Satellite (EU2012)|satellites]], which in turn gets you more credits per month.&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items==&lt;br /&gt;
&lt;br /&gt;
=== Build Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:MEDIKIT (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Medikit (EU2012)|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nanosutures and high-potency stimulants.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:NANOFIBER VEST (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:S.C.O.P.E. (EU2012).png|50px]]&amp;lt;br&amp;gt;[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;When equipped, this advanced targeting module integrates with XCOM&#039;s Active HUD system to offer a significant increase to our soldier&#039;s aim.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Arc Thrower (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:LASER PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:LASER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Rifle (EU2012)|Laser Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:LASER SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:SCATTER LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Scatter (EU2012)|Scatter Laser]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:HEAVY LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Laser (EU2012)|Heavy Laser]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:CHITIN PLATING (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Chitin Plating (EU2012)|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;4 [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:COMBAT STIMS (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Combat Stims (EU2012) | Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier&#039;s vital statistics.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Berserker Corpse (EU2012)|Berserker Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:PLASMA PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:LIGHT PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:PLASMA SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By modifying our current power system to hold a greater charge, we&#039;ve developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:HEAVY PLASMA (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we&#039;ve fielded previously.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:ALLOY CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By developing a firing mechanism capable of projecting machined shards of the alien alloy, we&#039;ve created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:BLASTER LAUNCHER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Blaster Launcher (EU2012)|Blaster Launcher]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br&amp;gt;65 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Fusion Core(EU2012)|Fusion Core]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Skeleton Key (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Key (EU2012)|Skeleton Key]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what&#039;s inside.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25 &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:MIND SHIELD (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mind Shield (EU2012) | Mind Shield]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Armor ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CARAPACE ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Carapace Armor&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §25&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:SKELETON SUIT (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Skeleton Suit&amp;lt;br&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §30&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:TITAN ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This Titan Armor is among our heaviest designs, enhancing our soldier&#039;s protection from weapons fire, while also providing immunity to fire and toxins.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Titan Armor&amp;lt;br/&amp;gt;25 Engineers || align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;35 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:GHOST ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Ghost Armor&amp;lt;br/&amp;gt;40 Engineers || align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ARCHANGEL ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Archangel Armor&amp;lt;br/&amp;gt;35 Engineers || align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;35 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:PSI ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our most powerful armored suit, this equipment serves to amplify the wearer&#039;s psionic abilities through a system modeled after the alien&#039;s own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Psi Armor&amp;lt;br/&amp;gt;30 Engineers || align=&amp;quot;center&amp;quot; | §400&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Firestorm (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Firestorm (EU2012)|Firestorm]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br&amp;gt; 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[UFO Power Source (EU2012)|UFO Power Source]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Satellite (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite (EU2012)|Satellite]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Hover S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hover SHIV (EU2012)|Hover SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 20 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;60 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alloy S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy SHIV (EU2012)|Alloy SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 10 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[SHIV (EU2012)|SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 5 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Fusion Lance (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM.  It should be capable of taking down any UFO engaged by the Firestorm.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Fusion Lance &amp;lt;br/&amp;gt; 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:EMP Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: EMP Cannon &amp;lt;br/&amp;gt; 30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt; 30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Plasma Cannon &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:LASER CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Cannon (EU2012)|Laser Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:PHOENIX CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:DEFENSE MATRIX (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Floater Autopsy (EU2012)|Floater Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br&amp;gt;3 [[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO TRACKING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites&#039; computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UPLINK TARGETING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&amp;lt;br&amp;gt;3 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Needle Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §40&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;2 [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Flashbang Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Gas Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&amp;lt;br&amp;gt;2 [[Thin Man Corpse (EU2012)|Thin Man Corpses]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Ghost Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;4 [[Seeker Wreck (EU2012)|Seeker Wrecks]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Mimic Beacon (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Reaper Rounds (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;6 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Respirator Implant (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We can fabricate a module that will automatically detect chemical and physical threats to a soldier&#039;s oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM&#039;s armor designs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. &lt;br /&gt;
Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;13%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Monthly cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes/Bonus&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&amp;lt;!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Access Lift Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Access Lift (EU2012)|Access Lift]] &#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lifts enable XCOM&#039;s subterranean base to expand deeper into the earth.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a lower level.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Uplink Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Uplink (EU2012)|Satellite Uplink]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent Uplink or [[Satellite Nexus (EU2012)|Nexus]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Nexus Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Nexus (EU2012)|Satellite Nexus]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]],&amp;lt;br&amp;gt;5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300 &amp;lt;br/&amp;gt; 8 Power &amp;lt;br/&amp;gt; 25x [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 2x [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent [[Satellite Uplink (EU2012)|Uplink]] or Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Laboratory Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laboratory (EU2012)|Laboratory]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; Each laboratory increases research speed by 20%. Adjacency Bonus: % increase to research speed for every adjacent laboratory.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Scientists (second requires 10, each next requires 5 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Workshop Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Workshop (EU2012)|Workshop]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff. Adjacency Bonus: % refund on resources used when building vehicles, foundry projects and facilities.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Engineers (second requires 15, each next requires 10 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Each gives 5 additional engineers&amp;lt;br&amp;gt;7% rebate on §, Alloys and Elerium when manufacturing/building&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Foundry Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)| The Foundry]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alien Containment Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Containment (EU2012)| Alien Containment]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Xeno-Biology_(EU2012)|Xeno-Biology]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Power Generator (EU2012)|Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thermo Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thermo Power Generator (EU2012)|Thermo Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Steam Vent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium Generator (EU2012)|Elerium Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;2 [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §29&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Psionic Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psionic Lab (EU2012)|Psionic Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]/[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 3 Power &amp;lt;br/&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Relay Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Relay (EU2012)|Hyperwave Relay]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)|Hyperwave Communication]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §175 &amp;lt;br/&amp;gt; 4 Power &amp;lt;br/&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Hyperwave Relay (EU2012)|Hyperwave Beacon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reveals information on the type and number of aliens present in all detected [[UFOs  (EU2012)|UFOs ]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Gollop Chamber Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Gollop Chamber (EU2012)| Gollop Chamber]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net.&amp;lt;br/&amp;gt;&#039;&#039;Cannot remove this facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 5 Power &amp;lt;br/&amp;gt; 1 [[Psi Link (EU2012)|Ethereal Device]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to advance in the game&#039;s [[Storyline (EU2012)|Storyline]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Genetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Genetics Lab (EU2012)|Genetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]&#039;&#039; facility&amp;lt;br&amp;gt;Contains 3 slots where [[Gene Mods (EU2012)|Gene Mods]] can be implanted on soldiers. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Cybernetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cybernetics Lab (EU2012)|Cybernetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]&#039;&#039; facility&amp;lt;br&amp;gt;Contains 3 slots to augment soldiers into [[MEC Trooper (EU2012)|MEC Troopers]], also allows to build/repair [[MEC Suit (EU2012)|MEC Suits]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=54912</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=54912"/>
		<updated>2014-01-02T18:53:47Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Resources */  Revise, illustrate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOM&#039;s head of Engineering.]]&lt;br /&gt;
[[Image:engineeringEU2012.jpg|thumb|right|300px|Main Engineering.]]&lt;br /&gt;
&#039;&#039;In [[XCOM (EU2012)|XCOM]] Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dr. Shen ==&lt;br /&gt;
Dr. [[Raymond Shen (EU2012)|Shen]] is the Chief Engineer at the [[XCOM Headquarters (EU2012)|XCOM base]]. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Three types of resources are needed for manufacturing in XCOM:&lt;br /&gt;
* Engineers&lt;br /&gt;
* Credits (§)&lt;br /&gt;
* Alien Artifacts such as [[Elerium (EU2012)|Elerium]] or [[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM_2012_Engineers_versus_Savings.jpg|right|300px|Engineers available versus cost savings]]&lt;br /&gt;
&lt;br /&gt;
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). The formula is:&lt;br /&gt;
[[File:XCOM 2012 Engineers versus Savings formula.jpg|none]]&lt;br /&gt;
&lt;br /&gt;
*When the current number of engineers equals the minimum needed, the term in parentheses becomes &amp;quot;2&amp;quot;, cancelling the 1/2.&lt;br /&gt;
**At twice the number of engineers, it costs 75%. So with 10 engineers, a satellite (Base Cost §100) costs §75.&lt;br /&gt;
**At five times the number of engineers, it costs 60%. With 25 engineers, the satellite costs §60.&lt;br /&gt;
**At twenty times the number of engineers, it costs 52.38%. With 100 engineers, a satellite costs §52 (cost is rounded down).&lt;br /&gt;
**The [http://en.wikipedia.org/wiki/Inflection_point inflection point] is at three times the number of engineers. It can be considered a milestone for where the discount has slowed.&lt;br /&gt;
&lt;br /&gt;
Other resource costs (corpses, etc.) are not discounted. &lt;br /&gt;
*The North American continent bonus gives another 50% discount to [[Hangar (EU2012)|aircraft]] and aircraft weapons. &lt;br /&gt;
*The Asian continent bonus gives another 50% discount to [[S.H.I.V. (EU2012)|SHIVs]].&lt;br /&gt;
&lt;br /&gt;
==Workshops and Bonuses ==&lt;br /&gt;
For information on the structure, see [[Workshop (EU2012)|Workshop]].&lt;br /&gt;
&lt;br /&gt;
* 2 Workshops adjacent to one another will give a 7% discount on building items. &lt;br /&gt;
* For a 3*3 square with 9 workshops, you will get 12*7% = 84% discount on building stuff.&lt;br /&gt;
* 14 adjacent workshops is nearly the maximum with 98% [http://gaming.stackexchange.com/questions/89098/what-is-the-perfect-base-layout].&lt;br /&gt;
* To win the war on XCOM&#039;s ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite [[Satellite Uplink (EU2012)|Uplinks]]/[[Satellite Nexus (EU2012)|Nexus]] and [[Satellite (EU2012)|satellites]], which in turn gets you more credits per month.&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items==&lt;br /&gt;
&lt;br /&gt;
=== Build Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:MEDIKIT (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Medikit (EU2012)|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nanosutures and high-potency stimulants.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:NANOFIBER VEST (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:S.C.O.P.E. (EU2012).png|50px]]&amp;lt;br&amp;gt;[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;When equipped, this advanced targeting module integrates with XCOM&#039;s Active HUD system to offer a significant increase to our soldier&#039;s aim.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Arc Thrower (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:LASER PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:LASER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Rifle (EU2012)|Laser Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:LASER SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:SCATTER LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Scatter (EU2012)|Scatter Laser]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:HEAVY LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Laser (EU2012)|Heavy Laser]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:CHITIN PLATING (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Chitin Plating (EU2012)|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;4 [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:COMBAT STIMS (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Combat Stims (EU2012) | Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier&#039;s vital statistics.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Berserker Corpse (EU2012)|Berserker Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:PLASMA PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:LIGHT PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:PLASMA SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By modifying our current power system to hold a greater charge, we&#039;ve developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:HEAVY PLASMA (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we&#039;ve fielded previously.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:ALLOY CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By developing a firing mechanism capable of projecting machined shards of the alien alloy, we&#039;ve created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:BLASTER LAUNCHER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Blaster Launcher (EU2012)|Blaster Launcher]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br&amp;gt;65 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Fusion Core(EU2012)|Fusion Core]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Skeleton Key (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Key (EU2012)|Skeleton Key]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what&#039;s inside.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25 &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:MIND SHIELD (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mind Shield (EU2012) | Mind Shield]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Armor ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CARAPACE ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Carapace Armor&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §25&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:SKELETON SUIT (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Skeleton Suit&amp;lt;br&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §30&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:TITAN ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This Titan Armor is among our heaviest designs, enhancing our soldier&#039;s protection from weapons fire, while also providing immunity to fire and toxins.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Titan Armor&amp;lt;br/&amp;gt;25 Engineers || align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;35 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:GHOST ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Ghost Armor&amp;lt;br/&amp;gt;40 Engineers || align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ARCHANGEL ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Archangel Armor&amp;lt;br/&amp;gt;35 Engineers || align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;35 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:PSI ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our most powerful armored suit, this equipment serves to amplify the wearer&#039;s psionic abilities through a system modeled after the alien&#039;s own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Psi Armor&amp;lt;br/&amp;gt;30 Engineers || align=&amp;quot;center&amp;quot; | §400&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Firestorm (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Firestorm (EU2012)|Firestorm]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br&amp;gt; 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[UFO Power Source (EU2012)|UFO Power Source]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Satellite (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite (EU2012)|Satellite]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Hover S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hover SHIV (EU2012)|Hover SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 20 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;60 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alloy S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy SHIV (EU2012)|Alloy SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 10 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[SHIV (EU2012)|SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 5 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Fusion Lance (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM.  It should be capable of taking down any UFO engaged by the Firestorm.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Fusion Lance &amp;lt;br/&amp;gt; 35 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:EMP Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: EMP Cannon &amp;lt;br/&amp;gt; 30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt; 30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: Plasma Cannon &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:LASER CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Cannon (EU2012)|Laser Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:PHOENIX CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:DEFENSE MATRIX (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Floater Autopsy (EU2012)|Floater Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br&amp;gt;3 [[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO TRACKING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites&#039; computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UPLINK TARGETING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&amp;lt;br&amp;gt;3 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Needle Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §40&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;2 [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Flashbang Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Gas Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&amp;lt;br&amp;gt;2 [[Thin Man Corpse (EU2012)|Thin Man Corpses]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Ghost Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;4 [[Seeker Wreck (EU2012)|Seeker Wrecks]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Mimic Beacon (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Reaper Rounds (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;6 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[File:Respirator Implant (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We can fabricate a module that will automatically detect chemical and physical threats to a soldier&#039;s oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM&#039;s armor designs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §35&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. &lt;br /&gt;
Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;13%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Monthly cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes/Bonus&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&amp;lt;!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Access Lift Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Access Lift (EU2012)|Access Lift]] &#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lifts enable XCOM&#039;s subterranean base to expand deeper into the earth.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a lower level.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Uplink Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Uplink (EU2012)|Satellite Uplink]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150 &amp;lt;br/&amp;gt; 5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent Uplink or [[Satellite Nexus (EU2012)|Nexus]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Nexus Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Nexus (EU2012)|Satellite Nexus]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]],&amp;lt;br&amp;gt;5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300 &amp;lt;br/&amp;gt; 8 Power &amp;lt;br/&amp;gt; 25x [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 2x [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent [[Satellite Uplink (EU2012)|Uplink]] or Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Laboratory Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laboratory (EU2012)|Laboratory]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; Each laboratory increases research speed by 20%. Adjacency Bonus: % increase to research speed for every adjacent laboratory.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Scientists (second requires 10, each next requires 5 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Workshop Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Workshop (EU2012)|Workshop]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff. Adjacency Bonus: % refund on resources used when building vehicles, foundry projects and facilities.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Engineers (second requires 15, each next requires 10 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Each gives 5 additional engineers&amp;lt;br&amp;gt;7% rebate on §, Alloys and Elerium when manufacturing/building&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Foundry Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)| The Foundry]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alien Containment Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Containment (EU2012)| Alien Containment]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Xeno-Biology_(EU2012)|Xeno-Biology]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Power Generator (EU2012)|Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thermo Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thermo Power Generator (EU2012)|Thermo Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Steam Vent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium Generator (EU2012)|Elerium Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;2 [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §29&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Psionic Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psionic Lab (EU2012)|Psionic Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]/[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 3 Power &amp;lt;br/&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Relay Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Relay (EU2012)|Hyperwave Relay]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)|Hyperwave Communication]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §175 &amp;lt;br/&amp;gt; 4 Power &amp;lt;br/&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Hyperwave Relay (EU2012)|Hyperwave Beacon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reveals information on the type and number of aliens present in all detected [[UFOs  (EU2012)|UFOs ]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Gollop Chamber Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Gollop Chamber (EU2012)| Gollop Chamber]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net.&amp;lt;br/&amp;gt;&#039;&#039;Cannot remove this facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 5 Power &amp;lt;br/&amp;gt; 1 [[Psi Link (EU2012)|Ethereal Device]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to advance in the game&#039;s [[Storyline (EU2012)|Storyline]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Genetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Genetics Lab (EU2012)|Genetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]&#039;&#039; facility&amp;lt;br&amp;gt;Contains 3 slots where [[Gene Mods (EU2012)|Gene Mods]] can be implanted on soldiers. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Cybernetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cybernetics Lab (EU2012)|Cybernetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]&#039;&#039; facility&amp;lt;br&amp;gt;Contains 3 slots to augment soldiers into [[MEC Trooper (EU2012)|MEC Troopers]], also allows to build/repair [[MEC Suit (EU2012)|MEC Suits]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_2012_Engineers_versus_Savings.jpg&amp;diff=54911</id>
		<title>File:XCOM 2012 Engineers versus Savings.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_2012_Engineers_versus_Savings.jpg&amp;diff=54911"/>
		<updated>2014-01-02T17:51:05Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: For http://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For http://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_2012_Engineers_versus_Savings_formula.jpg&amp;diff=54909</id>
		<title>File:XCOM 2012 Engineers versus Savings formula.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_2012_Engineers_versus_Savings_formula.jpg&amp;diff=54909"/>
		<updated>2014-01-02T17:38:39Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: For http://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For http://www.ufopaedia.org/index.php?title=Engineering_(EU2012)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=54896</id>
		<title>Weapon Fragments (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Fragments_(EU2012)&amp;diff=54896"/>
		<updated>2014-01-02T16:31:20Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Weapon Fragments}}[[Image:Weapon Fragments (EU2012).png|right|100px|Weapon Fragments]]&lt;br /&gt;
Although the alien weapon fragments provide a limited glimpse into the systems utilized in their equipment, we&#039;ve seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influenced by the aliens&#039; own targeting system.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}&lt;br /&gt;
{{Ref Open | title = Grey Market Description }} &lt;br /&gt;
Based on our experience in the field, it seems the alien weaponry is designed to self-destruct when the operator dies. These fragments are all that we&#039;ve managed to recover from the remains.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Weapon Fragments can be retrieved from the battlefield by killing aliens. Most weapons appear to create two fragments when their owner dies.&lt;br /&gt;
** Explosions destroy fragments, both when killing an alien and later (where fragments are). &lt;br /&gt;
** Of course, there won&#039;t be fragments if a weapon is recovered (via stunning or alien killed while Mind Controlled).&lt;br /&gt;
* Researching Weapon Fragments allows for production of a new item, the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* Weapons research requires large amounts of fragments, which can create bottlenecks for your scientific research. &lt;br /&gt;
** Be especially careful of using fragments for marginal [[Foundry_(EU2012)|Foundry]] projects before you complete important Research projects. The many minor Foundry projects can consume a large number of fragments. &lt;br /&gt;
** You can see how many fragments you have on the [[Gray_Market_(EU2012)|Gray Market]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(EU2012)&amp;diff=54780</id>
		<title>Situation Room (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(EU2012)&amp;diff=54780"/>
		<updated>2013-12-29T20:40:40Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Panic Level */  A more appropriate place to make sure the reader knows about the Panic page than this page&amp;#039;s introduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:SR (EU2012).png|thumb|right|300px|The Situation Room]]&lt;br /&gt;
&lt;br /&gt;
Supporting XCOM&#039;s activities is a [[The Council (EU2012)|Council]] of 16 countries that will supply [[XCOM (EU2012)|XCOM]] with funding and extra resources (e.g., [[Soldiers (EU2012)|soldiers]], scientists, engineers) as well as reward any additional [[Missions (EU2012)#Council_Missions|missions]] performed upon special request. These countries are geographically divided, so it is up to the player to decide where to place additional [[Satellite (EU2012)|satellite]] coverage beyond the base. Each country provides funding as long as they remain in the Council, which depends on their panic level, which ultimately depends on the player&#039;s ability to &#039;protect&#039; those countries with satellite coverage and successfully completing tactical combat missions. Continents provide bonuses for placing your base there and for covering the entire continent with satellites. For strategy discussion on choosing base location and managing satellite coverage, go to the [[Managing Panic (EU2012)|Managing Panic]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Funding==&lt;br /&gt;
[[File:Funding (EU2012).png|300px|right|Funding]]&lt;br /&gt;
XCOM receives a base funding each month from the Council, plus additional funding obtained through the deployment of satellites over countries. The starting funding will depend on the continent and country where the [[XCOM Headquarters (EU2012)|Headquarters]] is located. Since it comes with a deployed satellite, the starting funding will consist of the base funding plus the funding of the country where HQ is located. Both starting and country funding will be affected by the game difficulty and the bonus that is gained from placing the base on that continent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|+ Base Funding by Difficulty Level&lt;br /&gt;
|- &lt;br /&gt;
! Easy !! Normal !! Classic !! Impossible&lt;br /&gt;
|- &lt;br /&gt;
| §175 || §175 || §75 || §75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70&lt;br /&gt;
* South Africa: §80&lt;br /&gt;
* &#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;China: §100&#039;&#039;&#039;&lt;br /&gt;
* Japan: §100&lt;br /&gt;
* India: §60&lt;br /&gt;
* Australia: §60&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100&lt;br /&gt;
* Russia: §150&lt;br /&gt;
* France: §80&lt;br /&gt;
* &#039;&#039;&#039;Germany: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;United States: §180&#039;&#039;&#039;&lt;br /&gt;
* Canada: §100&lt;br /&gt;
* Mexico: §50&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70&lt;br /&gt;
* &#039;&#039;&#039;Brazil: §80&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot;&lt;br /&gt;
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bonus&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The continent where the XCOM base is located will also provide additional bonuses, listed under &#039;&#039;&#039;Bonus&#039;&#039;&#039; in the table above. If you cover an entire continent with satellites, then you also get that bonus even if your base is located elsewhere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additional information: [http://forums.2kgames.com/showthread.php?146306-Continental-bonuses-analysis-(long-and-spolierish) 2K Forums about Satellite Coverage vs Bonus from Continents]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Panic Level ==&lt;br /&gt;
[[File:Panic Levels (EU2012).png|200px|right]]&lt;br /&gt;
The Situation Room will display the Panic level throughout the world. Each country has a panic level from 0 to 5 (and a corresponding color) and it will increase or decrease depending on how well XCOM responds to alien activity in that country and the continent and also on the presence of satellites. Once a country has reached a high enough level of panic, that country may permanently withdraw from the XCOM project. Once eight countries leave the Council the XCOM project will be automatically terminated. For more information, see [[Managing_Panic_(EU2012)|Managing Panic]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Satellite Network ==&lt;br /&gt;
It is possible to launch satellites from the Situation Room after they are built by [[Engineering (EU2012)|Engineering]]. By expanding its space detection network XCOM will enhance its capabilities to detect and stop incoming UFOs, receive additional Council funding and extra scientists and/or engineers received for each additional country covered. It will also decrease the panic level of the country over which it is deployed and as the satellite cover expands to cover an entire continent, the player will get the additional continent bonuses listed above. Due to its critical role, the [[Aliens (EU2012)|Aliens]] will also try to target and destroy XCOM&#039;s satellite network. To protect its satellites XCOM will also have to [[Hangar (EU2012)|deploy]] Interceptors on those continents to stop any hostile incursions.&lt;br /&gt;
&lt;br /&gt;
== Finances ==&lt;br /&gt;
[[File:Finances (EU2012).png|200px|right]]&lt;br /&gt;
The Situation Room provides links to [[Finances (EU2012)|Finances]], which will display your total § on-hand and monthly income.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Pending Requests==&lt;br /&gt;
This section will show any [[Requests (EU2012)|requests]] from Council members to supply arms, technology or alien corpses. Check the page for more info on the type of requests presented and the rewards given to XCOM in exchange. &lt;br /&gt;
&lt;br /&gt;
==Doom Tracker==&lt;br /&gt;
[[File:Doom Tracker (EU2012).png|200px|right]]&lt;br /&gt;
The Doom Tracker shows the number of countries that have left the Council. If 8 or more countries leave the Council then the XCOM project will be terminated and the game will be lost. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
== Objectives ==&lt;br /&gt;
The Objectives suggest milestones (e.g., &amp;quot;&#039;&#039;Construct the Alien Containment Facility&#039;&#039;&amp;quot;; &amp;quot;&#039;&#039;Research the Arc Thrower&#039;&#039;&amp;quot;) to help you progress through the game. Those actions are usually marked as &#039;&#039;&#039;Priority&#039;&#039;&#039; on the lists of available projects for your base. A list of XCOM&#039;s objectives can be found at [[Storyline_(EU2012)|Storyline]].&lt;br /&gt;
&lt;br /&gt;
== News Ticker==&lt;br /&gt;
The News Ticker will display relevant [[News Items (EU2012)|News Items]] concerning the alien invasion from around the world that will reflect XCOM&#039;s performance in protecting the Council&#039;s nations. &lt;br /&gt;
&lt;br /&gt;
== Continent Bonus Analysis ==&lt;br /&gt;
=== North America ===&lt;br /&gt;
Bonus: &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Details: All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: One of the more useful bonuses by far, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you&#039;re down to the wire on materials. If it&#039;s your starting bonus, it allows you to spit out a few more interceptors at a very low income time of the game, giving you some more coverage. While a couple of Interceptors is really all you need in the opening days, a couple extra will be there to make you feel safe for when XCOM decides to be XCOM. Also, as a side bonus, North America provides you with the highest monthly funding before satellites at the start on every difficulty except Normal, where starting in Africa has a couple extra bucks per month.&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
Bonus: &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Details: Interrogations and Autopsies are completed instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: Only really useful if it&#039;s your starting bonus or you can get it within the first two months. Interrogations and Autopsies don&#039;t take that long to begin with and by the time you pile on a few scientists, they&#039;ll only take 1 or 2 days at most. Far more useful however if you&#039;re playing with Marathon on from Second Wave, since everything takes a little bit longer. Overall however, not a very pressing bonus to get.&lt;br /&gt;
=== Europe ===&lt;br /&gt;
Bonus: &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Details: [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: Unless your pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren&#039;t that useful while Workshops are only really useful once you&#039;ve linked a few of them together. Furthermore, neither Labs nor Workshops are going to burn a major hole in your wallet. It&#039;s a little more useful as a starting bonus however, as it&#039;ll probably allow you to get a 2x2 block of Workshops a little sooner than if you didn&#039;t have it. Depending on how you build, it could be more or less pressing.&lt;br /&gt;
=== Africa ===&lt;br /&gt;
Bonus: &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Details: Monthly XCOM funding increased by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: Quite possibly the single most useful bonus there is. Get it, and get it fast if it isn&#039;t your starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need money for everything. And you can never have too much money.&lt;br /&gt;
=== Asia ===&lt;br /&gt;
Bonus: &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Details: All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis: Asia&#039;s bonus is a little weird. When you&#039;re not focusing on your Foundry and OTS upgrades, you really don&#039;t care that much that you don&#039;t have it. But when you start to focus on your Foundry and OTS upgrades, you&#039;re going to wish you DID have it. OTS upgrades are just money, so it usually isn&#039;t THAT big of a deal, but Foundry upgrades cost money and other materials, making it a bit more of a deal. Can be ignored if you aren&#039;t working on your Foundry or OTS upgrades, but you WILL want it for when you start to pound those out. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Manufacturing.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[The Council (EU2012)|The Council]] - for info on scoring and XCOM monthly grade.&lt;br /&gt;
* [[News Items (EU2012)|News Items]] - for the media reports that are constantly updated and displayed.&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(EU2012)&amp;diff=54750</id>
		<title>Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(EU2012)&amp;diff=54750"/>
		<updated>2013-12-28T22:33:35Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Alien Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Launch Mission (EU2012).png|300px|right|Launch Mission]]&lt;br /&gt;
&lt;br /&gt;
Tactical missions are XCOM&#039;s main operations and can be generated through either [[Mission Control (EU2012)|Mission Control]] or the [[Situation Room (EU2012)|Situation Room]]. Each mission will have a [[Mission Names (EU2012)|codename]], and will have a Brief and Objectives for [[XCOM (EU2012)|XCOM]] to achieve. At the end of the mission the XCOM Commander will be shown an [[After Action Report (EU2012)|After Action Report]] detailing the success/failure of the mission. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission Factors==&lt;br /&gt;
===Response Times===&lt;br /&gt;
[[File:Launch Mission 2 (EU2012).png|300px|right|Mission Control]]&lt;br /&gt;
Each mission will have a window of opportunity of 1-2 days, specific values below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! Deadline (Hours)&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Crashed UFO || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Landed UFO || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mission Difficulty===&lt;br /&gt;
* Certain missions (Abductions, Terror Sites) appear with four levels of  [[Difficulty (EU2012)|Difficulty]]: Easy/Moderate/Difficult/Very Difficult. &lt;br /&gt;
* These indicate the number of [[Alien Life Forms (EU2012)|alien]] &amp;quot;packs&amp;quot; (also named &amp;quot;pods&amp;quot;) present on the mission, with Easy usually having 2 packs and Very Difficult around 4.&lt;br /&gt;
* Keep in mind that the actual number of aliens may vary since packs can have 1-3 aliens, depending on game stage. Usually the aliens will deploy a maximum of 12 units on a Very Difficult setting on Terror sites or Abductions.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===[[Alien Life Forms (EU2012)|Alien]] Missions===&lt;br /&gt;
Missions involving aliens are the bread and butter of [[XCOM (EU2012)|XCOM]]. You&#039;ll be asked to either stop alien activity in specific countries or to recover landed/crashed [[UFOs (EU2012)|UFOs]]. Ignoring these missions increases the Panic level of the country where they occur, with the exception of Crashed UFO sites. &lt;br /&gt;
&lt;br /&gt;
* [[Alien Abductions (EU2012)|Alien Abductions]]&lt;br /&gt;
* [[Crashed UFO (EU2012)|Crashed UFO]]&lt;br /&gt;
* [[Landed UFO (EU2012)|Landed UFO]]&lt;br /&gt;
* [[Alien Terror (EU2012)|Alien Terror Attack]]&lt;br /&gt;
&lt;br /&gt;
===[[The Council (EU2012)|Council]] Missions===&lt;br /&gt;
These missions will appear periodically and you&#039;ll be given resources (credits, [[Soldiers (EU2012)|soldiers]], etc.) in exchange for completing these missions, in addition it may also reduce the panic level of the country where it takes place. Council missions may be ignored without any effect on your monthly score but if you accept any mission, its results will affect the Council&#039;s score. &lt;br /&gt;
The most difficult Council missions are usually the Bomb Disposal sites because of the time window involved to deactivate the alien bomb.&lt;br /&gt;
After a player has reached the mid/late game the Council missions will turn into training runs since your advanced [[Weapons (EU2012)|weapons]] and [[Armor (EU2012)|armor]] will be more than a match for the usual [[Thin Man (EU2012)|Thin Men]] found in those missions.&lt;br /&gt;
&lt;br /&gt;
In the game&#039;s scheduling for a month, there are two dates for &amp;quot;Council Events&amp;quot; in place. When one comes around, there is a chance to receive a mission, a [[Requests (EU2012)|request]], or nothing at all. If a mission is gotten for the first event, a second mission will not be given for the second, with the exception of [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] missions.&lt;br /&gt;
&lt;br /&gt;
* [[Extraction (EU2012)|Target Extraction]]&lt;br /&gt;
* [[Escort (EU2012)|Target Escort]]&lt;br /&gt;
* [[Asset Recovery (EU2012)|Asset Recovery]]&lt;br /&gt;
* [[Bomb Disposal (EU2012)|Bomb Disposal]]&lt;br /&gt;
&lt;br /&gt;
=== [[Slingshot_DLC_(EU2012)|Slingshot DLC]] Missions ===&lt;br /&gt;
Slingshot is a [[DLC (EU2012)|DLC]] available for Enemy Unknown which consists in a series of 3 missions that unlock a playable soldier [[Shaojie Zhang (EU2012)|Zhang]] along with additional resources. The Slingshot missions will only be offered once in the first month of the game. After each mission appears available on the [[Situation Room (EU2012)|Situation Room]] it is possible for the player to delay it indefinitely by choosing the &#039;Not Now&#039; option. &lt;br /&gt;
&lt;br /&gt;
* [[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]&lt;br /&gt;
* [[Confounding_Light_(EU2012)|Confounding Light]]&lt;br /&gt;
* [[Gangplank_(EU2012)|Gangplank]]&lt;br /&gt;
&lt;br /&gt;
=== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Missions ===&lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
* [[Covert Extraction (EU2012)|Covert Extraction]]&lt;br /&gt;
* [[Covert Data Recovery (EU2012)|Covert Data Recovery]]&lt;br /&gt;
* [[EXALT Base Assault (EU2012)|EXALT Base Assault]]&lt;br /&gt;
====[[Progeny (EU2012)|Progeny]] Missions====&lt;br /&gt;
* [[Portent (EU2012)|Portent]] &lt;br /&gt;
* [[Deluge (EU2012)|Deluge]] &lt;br /&gt;
* [[Furies (EU2012)|Furies]]&lt;br /&gt;
&lt;br /&gt;
====XCOM Base Defense====&lt;br /&gt;
* [[XCOM Base Defense (EU2012)|XCOM Base Defense]]&lt;br /&gt;
&lt;br /&gt;
====Council Missions====&lt;br /&gt;
* [[Site Recon (EU2012)|Site Recon]]&lt;br /&gt;
&lt;br /&gt;
===[[Storyline (EU2012)|Storyline]] Missions===&lt;br /&gt;
These are special missions that you&#039;ll need to complete in order to progress in the storyline. Failure to complete certain missions will be considered a game loss. For more details see the [[Storyline Missions (EU2012)|Storyline Missions]] page (massive spoilers!).&lt;br /&gt;
&lt;br /&gt;
===Progeny vs. Slingshot===&lt;br /&gt;
* Portent first appears in April, but the other two missions in this side plot won&#039;t take place until the aliens have done their assault on the XCOM HQ, which only takes place after the assault on the Alien Base.&lt;br /&gt;
* [[Friends in Low Places (EU2012)|Friends in Low Places]] takes place after Portent and the whole Slingshot campaign is usually finished before the rest of Progeny. &lt;br /&gt;
* [[Annette Durand (EU2012)|Annette]] and her fellow abductees&#039; stats, recruited months into the game, won&#039;t be as useful as getting [[Shaojie Zhang (EU2012)|Zhang]] in just a few weeks in, especially since pre-leveled recruits (such as from Abduction/Council rewards) don&#039;t benefit from [[OTS (EU2012)|OTS]]&#039;s Iron Will.&lt;br /&gt;
** This also includes having your later-game soldiers in mind, if Hidden Potential and Not Created Equally are chosen, and you have already begun farming and raising for your Psi Squad; they can easily get higher stats than pre-leveled soldiers.&lt;br /&gt;
** Pre-leveled soldiers are not a priority reward in general: generic Abduction/Council Reward soldiers will always be one level below your highest-ranked solider for that class, and Zhang was the one exception as he would be the only one that could be of &#039;&#039;higher&#039;&#039; rank than &#039;&#039;any&#039;&#039; soldiers you&#039;ll have at the time, at least in vanilla EU, where he could be gotten in March.&lt;br /&gt;
* What you can sell and research from Slingshot&#039;s [[Battleship (EU2012)|Battleship]] mission in (as early as) April, has now been moved to May.&lt;br /&gt;
* At the very least, the Council rewards of the first missions are more profitable from Slingshot.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Slingshot&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Progeny&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Friends in Low Places (EU2012)|Friends in Low Places]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
* 2 Scientists&lt;br /&gt;
* §200&lt;br /&gt;
* [[Shaojie Zhang (EU2012)|Zhang]] (Heavy Lieutenant)&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Chryssalid, or 1 Muton on Impossible Difficulty&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* May be as early as 2 weeks into the game&lt;br /&gt;
* Thus, for Classic/Impossible, Zhang will probably unlock OTS construction&lt;br /&gt;
|[[Portent (EU2012)|Portent]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 1 Engineer&lt;br /&gt;
* 1 Scientist&lt;br /&gt;
* §150&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Thin Men&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Appears to have priority appearance over Slingshot&lt;br /&gt;
* As a part of a &amp;quot;Portent&amp;quot; [http://www.merriam-webster.com/dictionary/portent], is inherent to EW&#039;s storyline, as it features an EXALT agent, and Annette&#039;s abilities, taken by the aliens, are reported to be the cause for the attack on XCOM Base.&lt;br /&gt;
|-&lt;br /&gt;
|[[Confounding Light (EU2012)|Confounding Light]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mutons (w/Plasma Rifles)&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* 10 turn limit, placing devices does not extend time&lt;br /&gt;
* Arguably the most difficult of all DLC missions, perhaps the most difficult of all early-game missions&lt;br /&gt;
** Wounds suffered here may put soldiers out of commission for the next few missions, particularly Gangplank&lt;br /&gt;
* Possible early Muton capture can give you a massive early lead on Plasma weaponry research&lt;br /&gt;
* Can be done as early as April&lt;br /&gt;
|[[Deluge (EU2012)|Deluge]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* §100&lt;br /&gt;
* [[Annette Durand (EU2012)|Annette]] (random class, Sergeant)&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mechtoids&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Will not occur until after you do the Alien Base Assault&lt;br /&gt;
* Level is on a damaged dam, with a turn limit. Opening valves will extend time by 2 turns each (similar to a Bomb Disposal Mission). Only one soldier needs to reach the target area at the end of the dam&lt;br /&gt;
|-&lt;br /&gt;
|[[Gangplank (EU2012)|Gangplank]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Chryssalids&lt;br /&gt;
* 1 Cyberdisc&lt;br /&gt;
* 1 Muton&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Will often occur within days of completing Confounding Light (and thus: April)&lt;br /&gt;
&#039;&#039;&#039;Spoils of Victory:&#039;&#039;&#039;&lt;br /&gt;
* ~500 Alien Alloys&lt;br /&gt;
* ~300 Elerium&lt;br /&gt;
* 5x UFO Power Engines&lt;br /&gt;
* 6x UFO Flight Computers&lt;br /&gt;
* 2x Fusion Cores&lt;br /&gt;
|[[Furies (EU2012)|Furies]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* §100&lt;br /&gt;
* Possibility of acquiring all three abductees as [[Psionic (EU2012)|Psionic]] Lieutenants, if their pods aren&#039;t destroyed by the aliens or by accident&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mechtoids&lt;br /&gt;
* Berserker&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Level is in a snow field in the Alps with a landed Abductor. Target is a unique console in the central room of the UFO, just before the door to the bridge&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==(Spoiler) Alien Species Deployment Table==&lt;br /&gt;
===Enemy Unknown===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Crash Site  || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Landing Site || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slingshot || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Storyline || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Enemy Within===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]] !! [[Mechtoid (EU2012)|Mechtoid]] !! [[Seeker (EU2012)|Seeker]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Crash Site  || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Landing Site || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slingshot || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Progeny || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Storyline || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[UFOs (EU2012)|UFOs]] - For more information regarding salvage from landed/downed UFOs.&lt;br /&gt;
* [[Maps (EU2012)|Maps]] - For details on the types of terrain for each mission. &lt;br /&gt;
* [[Managing Panic (EU2012)|Managing Panic]] - For more information regarding country and world panic.&lt;br /&gt;
* [[Mission Names (EU2012)|Mission Names]] - For a list of the names used while generating missions. &lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mission_Names_(EU2012)&amp;diff=54749</id>
		<title>Mission Names (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mission_Names_(EU2012)&amp;diff=54749"/>
		<updated>2013-12-28T22:23:36Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Mission Codenames */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mission names consist of a two-word codename, with each word being randomly chosen from an adjective and a noun. The only exceptions are the Tutorial mission (&#039;&#039;&#039;Devil&#039;s Moon&#039;&#039;&#039;), the [[Storyline (EU2012)|storyline]]&#039;s final Temple Ship mission, which is called &#039;&#039;&#039;Avenger&#039;&#039;&#039;, the [[XCOM Base Defense (EU2012)|Base Defence Mission]] released with [[XCOM: Enemy Within DLC (EU2012)|the Enemy Within DLC]] which is called &#039;&#039;&#039;Operation Ashes and Temples&#039;&#039;&#039; and the Meld Tutorial released with the same DLC which is called &#039;&#039;&#039;Gateway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission Codenames==&lt;br /&gt;
With 53 adjectives and 76 nouns, there are 4028 possible mission names.&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Adjectives===&lt;br /&gt;
*Banished&lt;br /&gt;
*Black&lt;br /&gt;
*Bleeding&lt;br /&gt;
*Blind&lt;br /&gt;
*Blinding&lt;br /&gt;
*Bloody&lt;br /&gt;
*Broken&lt;br /&gt;
*Brutal&lt;br /&gt;
*Burning&lt;br /&gt;
*Cold&lt;br /&gt;
*Crimson&lt;br /&gt;
*Cryptic&lt;br /&gt;
*Crystal&lt;br /&gt;
*Cursed&lt;br /&gt;
*Dark&lt;br /&gt;
*Defiant&lt;br /&gt;
*Demon&lt;br /&gt;
*Devil&#039;s&lt;br /&gt;
*Driving&lt;br /&gt;
*Dying&lt;br /&gt;
*Empty&lt;br /&gt;
*Enduring&lt;br /&gt;
*Fading&lt;br /&gt;
*Fallen&lt;br /&gt;
*Falling&lt;br /&gt;
*Final&lt;br /&gt;
*First&lt;br /&gt;
*Flying&lt;br /&gt;
*Forgotten&lt;br /&gt;
*Frozen&lt;br /&gt;
*Glass&lt;br /&gt;
*Hidden&lt;br /&gt;
*Hot&lt;br /&gt;
*Lazy&lt;br /&gt;
*Lone&lt;br /&gt;
*Lost&lt;br /&gt;
*Morbid&lt;br /&gt;
*Patient&lt;br /&gt;
*Purple&lt;br /&gt;
*Red&lt;br /&gt;
*Rotting&lt;br /&gt;
*Sacred&lt;br /&gt;
*Secret&lt;br /&gt;
*Severed&lt;br /&gt;
*Shattered&lt;br /&gt;
*Silent&lt;br /&gt;
*Soaring&lt;br /&gt;
*Spectral&lt;br /&gt;
*Stone&lt;br /&gt;
*Swift&lt;br /&gt;
*Twisted&lt;br /&gt;
*Unceasing&lt;br /&gt;
*Vengeful&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
*Apollo&lt;br /&gt;
*Bell&lt;br /&gt;
*Blade&lt;br /&gt;
*Breath&lt;br /&gt;
*Calm&lt;br /&gt;
*Chant&lt;br /&gt;
*Crone&lt;br /&gt;
*Crown&lt;br /&gt;
*Dawn&lt;br /&gt;
*Daze&lt;br /&gt;
*Dirge&lt;br /&gt;
*Dream&lt;br /&gt;
*Druid&lt;br /&gt;
*Empire&lt;br /&gt;
*Engine&lt;br /&gt;
*Fall&lt;br /&gt;
*Father&lt;br /&gt;
*Fear&lt;br /&gt;
*Fist&lt;br /&gt;
*Flame&lt;br /&gt;
*Fog&lt;br /&gt;
*Future&lt;br /&gt;
*Gaze&lt;br /&gt;
*Giant&lt;br /&gt;
*Gift&lt;br /&gt;
*God&lt;br /&gt;
*Grave&lt;br /&gt;
*Hammer&lt;br /&gt;
*Hawk&lt;br /&gt;
*Heart&lt;br /&gt;
*Heat&lt;br /&gt;
*Hero&lt;br /&gt;
*Hydra&lt;br /&gt;
*Hymn&lt;br /&gt;
*Jester&lt;br /&gt;
*Justice&lt;br /&gt;
*King&lt;br /&gt;
*Knife&lt;br /&gt;
*Law&lt;br /&gt;
*Line&lt;br /&gt;
*Mist&lt;br /&gt;
*Moon&lt;br /&gt;
*Mother&lt;br /&gt;
*Mountain&lt;br /&gt;
*Night&lt;br /&gt;
*Palace&lt;br /&gt;
*Paramour&lt;br /&gt;
*Pipe&lt;br /&gt;
*Priest&lt;br /&gt;
*Prophet&lt;br /&gt;
*Pyre&lt;br /&gt;
*Rain&lt;br /&gt;
*Ring&lt;br /&gt;
*Savior&lt;br /&gt;
*Scepter&lt;br /&gt;
*Sentinel&lt;br /&gt;
*Serpent&lt;br /&gt;
*Shield&lt;br /&gt;
*Shroud&lt;br /&gt;
*Skull&lt;br /&gt;
*Sleep&lt;br /&gt;
*Smoke&lt;br /&gt;
*Spark&lt;br /&gt;
*Stallion&lt;br /&gt;
*Star&lt;br /&gt;
*Stranger&lt;br /&gt;
*Stroke&lt;br /&gt;
*Summer&lt;br /&gt;
*Sword&lt;br /&gt;
*Tears&lt;br /&gt;
*Thorn&lt;br /&gt;
*Throne&lt;br /&gt;
*Thunder&lt;br /&gt;
*Vanguard&lt;br /&gt;
*Vengeance&lt;br /&gt;
*Whisper&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Back To==&lt;br /&gt;
* [[Missions (EU2012)|Missions]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mission_Names_(EU2012)&amp;diff=54748</id>
		<title>Mission Names (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mission_Names_(EU2012)&amp;diff=54748"/>
		<updated>2013-12-28T22:22:02Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Mission Codenames */  Alpha sort... was there any reason for their previous order?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mission names consist of a two-word codename, with each word being randomly chosen from an adjective and a noun. The only exceptions are the Tutorial mission (&#039;&#039;&#039;Devil&#039;s Moon&#039;&#039;&#039;), the [[Storyline (EU2012)|storyline]]&#039;s final Temple Ship mission, which is called &#039;&#039;&#039;Avenger&#039;&#039;&#039;, the [[XCOM Base Defense (EU2012)|Base Defence Mission]] released with [[XCOM: Enemy Within DLC (EU2012)|the Enemy Within DLC]] which is called &#039;&#039;&#039;Operation Ashes and Temples&#039;&#039;&#039; and the Meld Tutorial released with the same DLC which is called &#039;&#039;&#039;Gateway&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mission Codenames==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Adjectives===&lt;br /&gt;
*Banished&lt;br /&gt;
*Black&lt;br /&gt;
*Bleeding&lt;br /&gt;
*Blind&lt;br /&gt;
*Blinding&lt;br /&gt;
*Bloody&lt;br /&gt;
*Broken&lt;br /&gt;
*Brutal&lt;br /&gt;
*Burning&lt;br /&gt;
*Cold&lt;br /&gt;
*Crimson&lt;br /&gt;
*Cryptic&lt;br /&gt;
*Crystal&lt;br /&gt;
*Cursed&lt;br /&gt;
*Dark&lt;br /&gt;
*Defiant&lt;br /&gt;
*Demon&lt;br /&gt;
*Devil&#039;s&lt;br /&gt;
*Driving&lt;br /&gt;
*Dying&lt;br /&gt;
*Empty&lt;br /&gt;
*Enduring&lt;br /&gt;
*Fading&lt;br /&gt;
*Fallen&lt;br /&gt;
*Falling&lt;br /&gt;
*Final&lt;br /&gt;
*First&lt;br /&gt;
*Flying&lt;br /&gt;
*Forgotten&lt;br /&gt;
*Frozen&lt;br /&gt;
*Glass&lt;br /&gt;
*Hidden&lt;br /&gt;
*Hot&lt;br /&gt;
*Lazy&lt;br /&gt;
*Lone&lt;br /&gt;
*Lost&lt;br /&gt;
*Morbid&lt;br /&gt;
*Patient&lt;br /&gt;
*Purple&lt;br /&gt;
*Red&lt;br /&gt;
*Rotting&lt;br /&gt;
*Sacred&lt;br /&gt;
*Secret&lt;br /&gt;
*Severed&lt;br /&gt;
*Shattered&lt;br /&gt;
*Silent&lt;br /&gt;
*Soaring&lt;br /&gt;
*Spectral&lt;br /&gt;
*Stone&lt;br /&gt;
*Swift&lt;br /&gt;
*Twisted&lt;br /&gt;
*Unceasing&lt;br /&gt;
*Vengeful&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
*Apollo&lt;br /&gt;
*Bell&lt;br /&gt;
*Blade&lt;br /&gt;
*Breath&lt;br /&gt;
*Calm&lt;br /&gt;
*Chant&lt;br /&gt;
*Crone&lt;br /&gt;
*Crown&lt;br /&gt;
*Dawn&lt;br /&gt;
*Daze&lt;br /&gt;
*Dirge&lt;br /&gt;
*Dream&lt;br /&gt;
*Druid&lt;br /&gt;
*Empire&lt;br /&gt;
*Engine&lt;br /&gt;
*Fall&lt;br /&gt;
*Father&lt;br /&gt;
*Fear&lt;br /&gt;
*Fist&lt;br /&gt;
*Flame&lt;br /&gt;
*Fog&lt;br /&gt;
*Future&lt;br /&gt;
*Gaze&lt;br /&gt;
*Giant&lt;br /&gt;
*Gift&lt;br /&gt;
*God&lt;br /&gt;
*Grave&lt;br /&gt;
*Hammer&lt;br /&gt;
*Hawk&lt;br /&gt;
*Heart&lt;br /&gt;
*Heat&lt;br /&gt;
*Hero&lt;br /&gt;
*Hydra&lt;br /&gt;
*Hymn&lt;br /&gt;
*Jester&lt;br /&gt;
*Justice&lt;br /&gt;
*King&lt;br /&gt;
*Knife&lt;br /&gt;
*Law&lt;br /&gt;
*Line&lt;br /&gt;
*Mist&lt;br /&gt;
*Moon&lt;br /&gt;
*Mother&lt;br /&gt;
*Mountain&lt;br /&gt;
*Night&lt;br /&gt;
*Palace&lt;br /&gt;
*Paramour&lt;br /&gt;
*Pipe&lt;br /&gt;
*Priest&lt;br /&gt;
*Prophet&lt;br /&gt;
*Pyre&lt;br /&gt;
*Rain&lt;br /&gt;
*Ring&lt;br /&gt;
*Savior&lt;br /&gt;
*Scepter&lt;br /&gt;
*Sentinel&lt;br /&gt;
*Serpent&lt;br /&gt;
*Shield&lt;br /&gt;
*Shroud&lt;br /&gt;
*Skull&lt;br /&gt;
*Sleep&lt;br /&gt;
*Smoke&lt;br /&gt;
*Spark&lt;br /&gt;
*Stallion&lt;br /&gt;
*Star&lt;br /&gt;
*Stranger&lt;br /&gt;
*Stroke&lt;br /&gt;
*Summer&lt;br /&gt;
*Sword&lt;br /&gt;
*Tears&lt;br /&gt;
*Thorn&lt;br /&gt;
*Throne&lt;br /&gt;
*Thunder&lt;br /&gt;
*Vanguard&lt;br /&gt;
*Vengeance&lt;br /&gt;
*Whisper&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Back To==&lt;br /&gt;
* [[Missions (EU2012)|Missions]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=54689</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=54689"/>
		<updated>2013-12-23T22:41:44Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:barracksEU2012.jpg|thumb|right|300px|The Barracks, where soldiers rest, relax and recover.]]&lt;br /&gt;
[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]&lt;br /&gt;
Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct [[Classes (EU2012)|classes]] and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. [[XCOM (EU2012)|XCOM]] soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific [[Squads (EU2012)|squad]] abilities. It is also possible to customize your soldiers&#039; name, [[Nicknames (EU2012)|nickname]] and physical appearance.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You may increase your combat troops through the following:&lt;br /&gt;
* By hiring them through the Barracks facility (and sacking them as well). &lt;br /&gt;
* By receiving soldiers of specific class/rank (will be one rank below the highest-ranked soldier you already have for that class) as a [[The Council (EU2012)|Council]] reward for the completion of specific [[Missions (EU2012)|combat missions]]. You get to select how they skill up.&lt;br /&gt;
** Special cases are Zhang in Slingshot and Annette and &#039;The Furies&#039; in Progeny.&lt;br /&gt;
* Finally there are also &#039;XCOM [[Hero (EU2012)|heroes]]&#039; - those are beefed up soldiers you can unlock as an Easter Egg but unlocking  will disable the [[Achievements (EU2012)|achievement]] score. &lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Status===&lt;br /&gt;
* Status&lt;br /&gt;
** Active&lt;br /&gt;
** On Mission&lt;br /&gt;
** Wounded&lt;br /&gt;
** Gravely Wounded&lt;br /&gt;
&amp;lt;!-- ** Tired (unconfirmed)&lt;br /&gt;
** Exhausted (unconfirmed) --&amp;gt;&lt;br /&gt;
** KIA&lt;br /&gt;
** Psionic Testing&lt;br /&gt;
* Number of Missions&lt;br /&gt;
* Number of Kills&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Customizable ===&lt;br /&gt;
* First and Last Name&lt;br /&gt;
* [[Nicknames (EU2012)|Nickname]] (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
* [[Armor (EU2012)|Armor]] Appearance and Color (Pre-Order perk)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Locked ===&lt;br /&gt;
* Gender (Male/Female)&lt;br /&gt;
* Rank (see below)&lt;br /&gt;
* [[Soldiers (EU2012)#Nationality|Country]]&lt;br /&gt;
* [[Classes (EU2012)|Class]]&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
** [[Chance to Hit (EU2012)|Aim]] &lt;br /&gt;
** [[Defense (EU2012)|Defense]]&lt;br /&gt;
** Will&lt;br /&gt;
** Health Points (HPs)&lt;br /&gt;
** [[Movement (EU2012)|Movement]] (Hidden)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
=== Nationality ===&lt;br /&gt;
&#039;&#039;Point on flag for country name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Africa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Egypt.png|40px|                Egypt]]&lt;br /&gt;
[[image:Flag_of_Nigeria.png|40px|              Nigeria]]&lt;br /&gt;
[[image:Flag_of_South_Africa.png|40px|         South Africa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Australia.png|40px|            Australia]] &lt;br /&gt;
[[image:Flag_of_China.png|40px|                China]]&lt;br /&gt;
[[image:Flag_of_ India.png|40px|               India]]&lt;br /&gt;
[[image:Flag_of_Israel.png|40px|               Israel]]&lt;br /&gt;
[[image:Flag_of_Japan.png|40px|                Japan]]&lt;br /&gt;
[[image:Flag_of_Saudi_Arabia.png|40px|         Saudi Arabia (EU only)]]&lt;br /&gt;
[[image:Flag_of_South_Korea.png|40px|          South Korea]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Europe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Belgium.png||40px|              Belgium]] &lt;br /&gt;
[[image:Flag_of_France.png|40px|               France]]&lt;br /&gt;
[[image:Flag_of_Germany.png|40px|              Germany]]&lt;br /&gt;
[[image:Flag_of_Greece.png|40px|               Greece]]&lt;br /&gt;
[[image:Flag_of_ Ireland.png|40px|             Ireland]]&lt;br /&gt;
[[image:Flag_of_Italy.png|40px|                Italy]]&lt;br /&gt;
[[image:Flag_of_Netherlands.png|40px|          Netherlands]]&lt;br /&gt;
[[image:Flag_of_Norway.png|40px|               Norway]]&lt;br /&gt;
[[image:Flag_of_Poland.png|40px|              Poland (EW DLC only)]]&lt;br /&gt;
[[image:Flag_of_Russia.png|40px|               Russia]]&lt;br /&gt;
[[image:Flag_of_Scotland.png|40px|             Scotland]]&lt;br /&gt;
[[image:Flag_of_Spain.png|40px|                Spain]]&lt;br /&gt;
[[image:Flag_of_Sweden.png|40px|               Sweden]]&lt;br /&gt;
[[image:Flag_of_UK.png|40px|                   United Kingdom]]&lt;br /&gt;
[[image:Flag_of_Ukraine.png|40px|              Ukraine]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North America&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Canada.png|40px|               Canada]] &lt;br /&gt;
[[image:Flag_of_Mexico.png|40px|               Mexico]]&lt;br /&gt;
[[image:Flag_of_USA.png|40px|                  USA]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South America&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]&lt;br /&gt;
[[image:Flag_of_Brazil.png|40px|               Brazil]]&lt;br /&gt;
&lt;br /&gt;
Poland has replaced Saudi Arabia on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on [[Weapons (EU2012)|weapons]]/[[Equipment (EU2012)|equipment]] they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class Comparison&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Class &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Move and Fire&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Firepower&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Aim &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Critical Hit Chance &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Primary Ability &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Primary Weapon&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:RANK_ROOKIE.png|left|24px]]&#039;&#039;&#039;Rookie&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Basic unit || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_ASSAULT.png|left|24px]]&#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Close combat unit || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Run &amp;amp; Gun ||align=&amp;quot;center&amp;quot; | [[Shotgun (EU2012)|Shotgun]]&amp;lt;br&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_HEAVY.png|left|24px]]&#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | High-caliber and explosive firepower || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Rocket Launcher || align=&amp;quot;center&amp;quot; | [[LMG (EU2012)|LMG]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_SNIPER.png|left|24px]]&#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Long-range accurate fire || align=&amp;quot;center&amp;quot; | No || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Headshot ||align=&amp;quot;center&amp;quot; | [[Sniper Rifle (EU2012)|Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_SUPPORT.png|left|24px]]&#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Jack of all trades || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Smoke Grenade || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_PSIONIC.png|left|24px]]&#039;&#039;&#039;Psionic&#039;&#039;&#039; *|| align=&amp;quot;center&amp;quot; | Mental powers || align=&amp;quot;center&amp;quot; | * ||  align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | Mindfray || align=&amp;quot;center&amp;quot; | *&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; **|| align=&amp;quot;center&amp;quot; | Armored unit || align=&amp;quot;center&amp;quot; | Yes ||  align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | ** || align=&amp;quot;center&amp;quot; | ** || align=&amp;quot;center&amp;quot; | Collateral Damage || align=&amp;quot;center&amp;quot; | [[Minigun (EU2012)|Minigun]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Psionic class is a sub-class build from existing soldiers so it&#039;s stats will be based on the starting class.&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; MEC Trooper is a new class introduced in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. MECs can be made from any existing class and they have a passive ability based on its former class. &lt;br /&gt;
&lt;br /&gt;
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Rookie stats &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; |  !! width=&amp;quot;75px&amp;quot; | Easy !! width=&amp;quot;75px&amp;quot; | Normal !! width=&amp;quot;75px&amp;quot; | Classic !! width=&amp;quot;75px&amp;quot; | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health&#039;&#039;&#039; || 6 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Will&#039;&#039;&#039; || 40 || 40 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense&amp;lt;br&amp;gt;Aim&#039;&#039;&#039; || 65 || 65 || 65 || 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039; || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Second Wave&#039;&#039;&#039; option &#039;&#039;&#039;Not Created Equal&#039;&#039;&#039;, all soldiers will have Will scores between about 25 to 59, [[Aim (EU2012)|Aim]] of 50 to 80 and 11 to 14 Movement scores.&lt;br /&gt;
&lt;br /&gt;
Once a rookie is promoted, they then get the following stat bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class, Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 24&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 7&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 3&amp;lt;br&amp;gt;Aim + 40&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 25&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 0&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the fixed stat bonuses above, there is a random 0-4 bonus (average 2.0) for willpower at each level. If the Iron Will upgrade was purchased at the OTS, another 2-6 willpower (average 4.0) is added. Thus with Iron Will, there is a 2-10 bonus (average 6.0) for willpower at each level. The maximum possible willpower with Iron Will is 124 (40+14+7*(4+6)), but it is nearly impossible to achieve because it would require 14 maximal die rolls (assuming a simple random roll is used).&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Second Wave&#039;&#039;&#039; option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; (and the Iron Will purchase), all classes can potentially get Will gains up to 13 points, and different/random HP, movement and Aim gains (except for heavies, which will always get little to no Aim gains).&lt;br /&gt;
&lt;br /&gt;
==Promotions==&lt;br /&gt;
&lt;br /&gt;
===XP Requirements===&lt;br /&gt;
In order to progress in ranks a XCOM soldier has gain experience points (XP) up to a certain level. Experience points can be gained by killing [[Aliens (EU2012)|aliens]] (with the higher species worth more points) and by completing [[Missions (EU2012)|missions]]. It is also possible to purchase the &#039;&#039;&#039;Wet Work&#039;&#039;&#039; ability from the [[OTS (EU2012)|Officer Training School]], which gives an additional +25% points gained from kills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Required per Rank&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Rank !! width=&amp;quot;120px&amp;quot; | Points Required || Points Required (EW DLC)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CAPTAIN.png|24px]] Captain  || 1100 || 1380&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK MAJOR.png|24px]] Major  || 1560 || 1840&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; After their Gift being revealed on the [[Psi Lab (EU2012)|Psi Lab]], Psionic soldiers are required to perform specific Psionic actions to be promoted.&lt;br /&gt;
&lt;br /&gt;
===Earning XPs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Gained per Action&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Action !! width=&amp;quot;100px&amp;quot; | Points Earned&lt;br /&gt;
|-&lt;br /&gt;
| [[Aliens (EU2012)|Alien]] Kill || 30/60*&lt;br /&gt;
|-&lt;br /&gt;
| Regular Missions || 60/90*&lt;br /&gt;
|-&lt;br /&gt;
| [[Storyline (EU2012)|Storyline]] Missions || 120/180*&lt;br /&gt;
|-&lt;br /&gt;
| Zero KIAs || 20&lt;br /&gt;
|-&lt;br /&gt;
| Resist Psi Attack || 10**&lt;br /&gt;
|-&lt;br /&gt;
| Successful Mindfray || 20**&lt;br /&gt;
|-&lt;br /&gt;
| Successful Mind Inspiration || 30**&lt;br /&gt;
|-&lt;br /&gt;
| Assist Mind Inspiration || 30**&lt;br /&gt;
|-&lt;br /&gt;
| Successful Psi Panic || 30**&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) Additional XP is earned if the soldier has a rank of Lieutenant or less and kills any of the higher alien ranks ([[Ethereal (EU2012)|Ethereals]], [[Sectopod (EU2012)|Sectopods]], [[Muton Elite (EU2012)|Muton Elites]], [[Sectoid Commander (EU2012)|Sectoid Commanders]], etc.) during the [[Missions (EU2012)|mission]]. &lt;br /&gt;
&lt;br /&gt;
(**) [[Psionic (EU2012)|Psionic]] actions.&lt;br /&gt;
&lt;br /&gt;
Source:  XComGame.upk\XGTacticalGameCore, originally posted here [http://forums.nexusmods.com/index.php?/topic/826312-experience-values/page__p__6619629#entry6619629]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Supplemental&#039;&#039;&#039;&lt;br /&gt;
* MEC soldiers gain only 50% of the normal experience points received through kills. &lt;br /&gt;
* The Star of Terra [[Medals (EU2012)|medal]] gives also a +25% bonus increase on experience gain from completing a mission, if the soldier&#039;s rank is below Lieutenant.&lt;br /&gt;
* Vehicles blowing up and killing aliens are credited to the soldier who set the vehicle on fire. As this is entertaining, more research is needed to determine if it is only the first soldier that hits a vehicle who gets credit for the fire-kill, or if it&#039;s the last soldier to hit the vehicle, or even multiple credit can be gained.&lt;br /&gt;
* [[Covert Operations (EU2012)|Covert Operations]] missions seem to give extra XPs to the [[Covert Operative (EU2012)|Covert Operative]], although the mechanic is still unknown.  &lt;br /&gt;
* According to reports, the higher alien ranks don&#039;t give the double XPs as they did before, although it is unknown what are the new conditions.&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special [[Abilities (EU2012)|abilities]] given to specific [[Classes (EU2012)|classes]] or the entire [[Squads (EU2012)|squad]]. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two specific class abilities upon promotion (exclusively).&lt;br /&gt;
* Purchased through the [[OTS (EU2012)|Officer Training School]] (require presence of high rank officer(s)) .&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]], [[Research (EU2012)|research]], and [[Engineering (EU2012)|upgrades]] may also provide additional abilities for your squad.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:RESEARCH.DAT&amp;diff=47729</id>
		<title>Talk:RESEARCH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:RESEARCH.DAT&amp;diff=47729"/>
		<updated>2013-08-02T23:09:46Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: Reply for Amitakartok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone has information about byte 05 please share it! [[User:Radar99|Radar99]] 12:58, 29 December 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m showing all 00&#039;s on a new game. could this be the number of times that live alien was researched?  --[[User:BladeFireLight|BladeFireLight]] 02:15, 19 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Can this file be used to modify research prerequisites?--[[User:Amitakartok|amitakartok]] 11:27, 2 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never hacked this file, but based on what others wrote, it looks like the answer is &amp;quot;No, with an asterisk&amp;quot;. Compare what&#039;s written for bytes 02-03 with the bullet in Cheats And Hacks that starts with &amp;quot;Eliminate the need...&amp;quot;. It looks like the only thing that can be changed is whether something needs to be in storage (which is to say, you can&#039;t change it to be something else, but you can change it to not be needed). But then you get a little weirdness in the game displays, as shown in &amp;quot;Eliminate...&amp;quot;. &lt;br /&gt;
: The way it works makes sense... finding an unresearched object only ever allows you to research &#039;&#039;that&#039;&#039; object, and may also unlock research that needs &#039;&#039;no&#039;&#039; object. But there&#039;s nothing that lets you research something else. Hope this helps. -[[User:MikeTheRed|MikeTheRed]] 19:09, 2 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFO_Crash_Recovery&amp;diff=44631</id>
		<title>Talk:UFO Crash Recovery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFO_Crash_Recovery&amp;diff=44631"/>
		<updated>2013-02-09T22:16:13Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: Reply to Oathbreaker - You&amp;#039;re right, we should have this info on the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recovery of Alien Alloys ==&lt;br /&gt;
First of all, thanks to Seb76 for providing me with the Power Source explosion damage offsets in the executable. Basically what I did for the first series of tests was to edit the power source to explode with 250 maximum power all the time (which is 180 base + 70 max randomizing factor). This is the worst case scenario. See the pics below for damage dealt to the Medium Scout.&lt;br /&gt;
=== Medium Scout ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:MedScout_MaxDam_L0.png|Maximum destruction dealt to Medium Scout on the ground level when the Power Source explodes with 250 damage.&lt;br /&gt;
Image:MedScout_MaxDam_L1.png|Maximum destruction dealt to Medium Scout on level 1 when the Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So there wasn&#039;t much left of the UFO after this. I count 7 tiles remaining with the alien alloys flag set and since the amount you recover is divided by 10 for the mission, the total you see is 0 ( INT(7/10) = INT(0.7) = 0 ). This checks with the EOM (end of mission) summary. Obviously, no navigations were recovered either. I&#039;ll be adding pics and summaries for each of the ships as I get to them. After the max is determined, I&#039;ll do the min damage too so that we can get an average. That&#039;ll help nail down a range for some of those recovery values. --[[User:Zombie|Zombie]] 21:14, 17 November 2008 (CST)&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
The damage dealt to the Medium Scout when the PS explodes with 180 HE is fairly minimal on the inside and almost unnoticeable outside. Still, some floor tiles were destroyed and the Navigations didn&#039;t make it again. Final tally: 9 AA.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:MedScout_MinDam_L0.png|Minimum destruction dealt to Medium Scout on ground level when the Power Source explodes with 180 damage.&lt;br /&gt;
Image:MedScout_MinDam_L1.png|Minimum destruction dealt to Medium Scout on level 1 when the Power Source explodes with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
Since you recover 0 Alien Alloys when the destruction is max and 9 when the damage is min, the anticipated average amount of AA recovered should be 4 units.&lt;br /&gt;
&lt;br /&gt;
=== Large Scout ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
Nothing really new here, PS detonates and leaves 28 alien alloys to be recovered (I&#039;m &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; going to count the number of tiles left as it&#039;s 280 or more). The 2 navigations are untouched, but the blast leaves a big 5&amp;amp;times;5 hole in the roof. The inner wall in the ship is obviously absorbing some of the explosive yield and curbing the upwards damage as the hole in the roof is smaller than that of the Medium Scout.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:LgScout_MaxDam_L0.png|Maximum destruction dealt to Large Scout on the ground level when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:LgScout_MaxDam_L1.png|Maximum destruction dealt to Large Scout on level 1 when a Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
PS yield is so low that damage never propagated outside the craft. For this reason I didn&#039;t include a pic of that view. Internally, only part of the engine room walls were destroyed. This coupled with the fact that the explosion didn&#039;t make a hole in the roof increased the number of alien alloys to 31 units.&lt;br /&gt;
&lt;br /&gt;
[[Image:LgScout_MinDam_L0.png|left|thumb|200px|Minimum destruction dealt to Large Scout on ground level when the Power Source explodes with 180 damage.]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
The anticipated number of Alien Alloys recovered for the average crash is calculated to be 29 units (INT(28+31)/2).&lt;br /&gt;
&lt;br /&gt;
=== Harvester ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
After running about 40 missions I eventually saw the two blast configurations. In the west scenario, a vat of alien food was set ablaze by the blast, while in the east scenario the food was just damaged. For the vast majority of missions you run the final tally will be 90 Alien Alloys, 13 Alien Food and 8 Alien Surgery recovered. If you are able to detonate a Smoke Grenade anywhere near the burning food vat early enough in the west scenario (even outside the UFO will work as the spread of smoke is not hindered by UFO walls), you&#039;ll snuff out the fire and recover the vat. For a $150 investment in the Smoke Grenade, you&#039;ll gain $5,000 in the sale of the extra food.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Harvester_MaxDam_L0.png|Maximum destruction dealt to Harvester on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Harvester_MaxDam_L1.png|Maximum destruction dealt to Harvester on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Harvester-E MaxDam L0.png|Maximum destruction dealt to Harvester on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Harvester-E MaxDam L1.png|Maximum destruction dealt to Harvester on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
The blast produced by a PS with 180 HE is fairly small and occupies only a 4&amp;amp;times;3 area. This is just enough to open up the wall into the central lift room and destroy the second Power Source. In both the East and West configurations, you should recover 14 Alien Food, 8 Surgery, 10 Navigations and 94 Alien Alloys&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Harvester MinDam-W L0.png|Minimum destruction dealt to Harvester on ground level when the West Power Source explodes with 180 damage.&lt;br /&gt;
Image:Harvester MinDam-W L1.png|Minimum destruction dealt to Harvester on level 1 when the West Power Source explodes with 180 damage.&lt;br /&gt;
Image:Harvester MinDam-E L0.png|Minimum destruction dealt to Harvester on ground level when the East Power Source explodes with 180 damage.&lt;br /&gt;
Image:Harvester MinDam-E L1.png|Minimum destruction dealt to Harvester on level 1 when the East Power Source explodes with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
The anticipated number of Alien Alloys recovered for the average crash is calculated to be 92 units (INT(90+94)/2).&lt;br /&gt;
&lt;br /&gt;
=== Abductor ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
Fairly straight-forward on this ship. The only issue is that the craft has a lot of tight corners which the game has trouble with during explosions (MCD problem mainly). So there are a couple holes in the floor on L1 where soldiers could fall through if they venture too close. Final tally was 59 Alien Alloys, 5 Navigations and 4 Exam Rooms. You can clearly see some odd behavior on blast propagation as there are holes into the small entranceway room on the ground floor.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Abduct-E_MaxDam_L0.png|Maximum destruction dealt to the East side of the Abductor on the ground level when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:Abduct-E_MaxDam_L1.png|Maximum destruction dealt to the East side of the Abductor on level 1 when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:Abduct-W_MaxDam_L0.png|Maximum destruction dealt to the West side of the Abductor on the ground level when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:Abduct-W_MaxDam_L1.png|Maximum destruction dealt to the West side of the Abductor on level 1 when a Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
If only one PS explodes with maximum power (either side, the craft is supposedly symmetrical), you recover 64 Alien Alloys or if you put it another way, you lose 6 units. Extrapolating to full destruction on both PS&#039;s you would thus expect to lose 12 when you actually lose 11. This is due to integer rounding which is expected.&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
Below are a couple pics from one of the three scenarios possible (both PS&#039;s explode with min damage). You can extrapolate what the other two should look like. When both explode, the amount of recoverable Alien Alloys is 65 (or 5 AA lost). When the West PS explodes, you get 68 AA (or 2 AA lost), while just the East yields 67 AA (or 3 AA lost). Obviously, the East PS scenario is causing more damage somehow. Why? Well, it&#039;s due to the orientation of the inner UFO walls. See, in the West the inner wall is located 3 tiles away from the blast (on the west side of tile 3). In the East the inner wall is located on the west side of the tile, but 2 squares away. Since the wall is closer, the blast is just able to destroy the segments. So the Abductor (as well as any UFO) is never perfectly symmetrical, but more powerful blasts may mask the asymmetry introduced by map construction limitations. If you are wondering why there is an undamaged tile and a half running to the North of each PS, it&#039;s because those combination tiles have an armor rating of 100, 20 points more than the normal UFO floor tile counterparts (another MCD issue).&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Abductor-W+E L0.png|Minimum destruction dealt to the Abductor on the ground level when the Power Sources explode with 180 damage.&lt;br /&gt;
Image:Abductor-W+E L1.png|Minimum destruction dealt to the Abductor on level 1 when the Power Sources explode with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
Anticipated average recoverable AA for the W+E scenario is 62: INT((59+65)/2). For just the West it&#039;s 66: INT((64+68)/2) while just the East should yield 65: INT((64+67)/2).&lt;br /&gt;
&lt;br /&gt;
=== Terror Ship ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
Ran about 50 trials with this craft type (probably more) and saw all the configurations except where the South Power Source explodes. I know that PS explode with a progression so if they follow a W-E-N-S arrangement (Where did I read this? I think Zaimoni or MTR mentioned it.) that would explain the rarity of the South one exploding as there are 3 other units which have a 75% chance of detonating first... As you can see, there are slight differences when each PS explodes, but it can only damage so much. In each case the final count was 74 Alien Alloys, 8 Entertainment and 8 Navigations.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Terror-N_MaxDam_L0.png|Maximum destruction dealt to the Terror Ship on ground level when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-N_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-E_MaxDam_L0.png|Maximum destruction dealt to the Terror Ship on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-E_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-W_MaxDam_L0.png|Maximum destruction dealt to the Terror Ship on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-W_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
This time I saw all the possible blast configurations so I&#039;ll need to revisit the max damage scenario for this ship and try to get the South PS to blow. In any case, for the West, South and East configurations, you recover 87 AA. The North configuration yielded one less unit with 86 AA.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Terror-N_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-N_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-S_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-S_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-E_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the East Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-E_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the East Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-W_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the West Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-W_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the West Power Source explodes with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
The anticipated number of Alien Alloys recovered for the average crash is calculated to be 80 units (INT(74+86)/2) or (INT(74+87)/2).&lt;br /&gt;
&lt;br /&gt;
=== Battleship ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
This one was a piece of cake. In the first mission all 4 PS&#039;s detonated leaving 191 Alien Alloys. Since the undamaged ship has 231, that comes to 40 total units lost or 10 per engine. The second had the West and South PS&#039;s destroyed which left 211 alloys ((231-211)/2 = 10/engine). In the third mission the West, South and East PS&#039;s were gone and the final tally was 201 AA ((231-201)/3 = 10/engine). It took about 5 more trials and I found that only the North PS had exploded leaving 221 AA ((231-221) = 10). So this verifies that for each Power Source detonation, you lose 10 Alien Alloys for a maximum cap of 40 units.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Battleship-N_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-N_MaxDam_L1.png|Maximum destruction dealt to the Battleship on level 1 when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-S_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the South Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-S_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the South Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-E_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-E_MaxDam_L1.png|Maximum destruction dealt to the Battleship on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-W_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-W_MaxDam_L1.png|Maximum destruction dealt to the Battleship on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red&amp;quot;&amp;gt;Coming soon!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Supply Ship ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
There are only four possible outcomes when power sources detonate on this UFO. Scenario 1: center PS detonates, no PS&#039;s remain, 124 Alien Alloys recovered. Scenario 2: West PS detonates, East PS recovered w/50 Elerium and 129 AA too. Scenario 3: East PS detonated, West PS recovered w/50 Elerium and 129 AA too. Scenario 4: West &amp;amp; East PS detonate, no PS remain, 120 AA recovered. In all cases you recover the stuff located on the floors above: 4 Navigations, 2 Surgery and 20 Food. In the last two pics in the series, the pattern clearly shows that the West PS explodes first destroying the central PS and leaving a &amp;quot;blast shadow&amp;quot; of untouched UFO floor tiles down the center. Then the East PS explodes damaging the blast shadow tiles and killing the other overlapping tiles. The reason why there is a damaged (but not destroyed) tile in the West-Center of the craft is because the damaged UFO PS in the middle has the same HEB as an undamaged one which ultimately curbs damage down the middle.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Supply-C_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the center Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-C_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the center Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-W_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-W_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-E_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-E_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-W+E_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the West &amp;amp; East Power Sources explode with 250 damage.&lt;br /&gt;
Image:Supply-W+E_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the West &amp;amp; East Power Sources explode with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red&amp;quot;&amp;gt;Coming soon!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HE re-direction / channeling? ==&lt;br /&gt;
&lt;br /&gt;
Very interesting! What really surprises me is the apparent upward channeling effect on the Lg Sct vs the Harvester, as shown by greater damage to the floor/ceiling tiles above. Isn&#039;t this unexpected, since walls etc may &#039;&#039;block&#039;&#039; HE, but, as far as we know, walls etc don&#039;t &#039;&#039;redirect&#039;&#039; the blocked HE elsewhere. But unless the external LgSct ceiling is weaker than the internal Harvester ceiling, and assuming only 1 PS detonated in each case, doesn&#039;t this look like evidence of redirection/channeling of HE blast? [[User:Spike|Spike]] 03:43, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I figured it out. UFO floors go through a progression when damaged. Initial armor is 80 but the associated death tile has an armor of 50 which makes a total armor rating of 130. The PS explodes at 250/2 damage for terrain = 125. 125&amp;lt;130 so therefore, the floor above is always damaged (but not destroyed). For exterior UFO roofs, those tiles have 100 armor &amp;lt;b&amp;gt;but no death tile&amp;lt;/b&amp;gt;, and thus, no additional armor to sop up damage. No death tile = hole. --[[User:Zombie|Zombie]] 09:54, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
So in effect, it would seem that (unexpectedly) the interior floor/ceiling of a UFO has more net blast-resistance than the external roof. Great deductive analysis there Zombie. [[User:Spike|Spike]] 10:56, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Exactly. I also figured out why one roof tile and wall segment remain on the North side of the Medium Scout. The UFO chairs have 20 HEB. By the time the PS blast reaches the chair, the damage has dropped to 115. Now the chair HEB is applied: 115-20=95. The next floor tile takes 90 which damages it and the wall segment sees 85. Its armor is 100 so it doesn&#039;t get destroyed. As for that ceiling piece remaining, recall damage at that distance is 90 due to the chair. That is less than the 100 ceiling armor so it survives. For the West wall, I think the reason why it isn&#039;t destroyed is twofold. First, the display panel between the navigation consoles has 70 HEB while PS damage is 110. 110-70=40 which isn&#039;t enough power to destroy the wall. The navigations have 40 HEB. 110-40=70 which also isn&#039;t enough for destruction. The reason why the outlier (urm, diagonal) West wall segments aren&#039;t destroyed is because of chairs again. That 20 HEB (plus the distance from GZ) is just enough of a drop to keep power below 100.&lt;br /&gt;
&lt;br /&gt;
:On the Harvester, the East power source has 30 HEB so it soaks up most of the damage as the tile behind it remains undamaged. So is that wall segment beyond that.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll be adding the Abductor pics and summary shortly. There may be more pics for this ship as there are 3 outcomes: West PS survives + East detonates,  East PS survives + West PS detonates or East + West PS detonate. In the case where only one of the PS&#039;s detonates, the number of alloys may be identical but I haven&#039;t checked yet (symmetry is hard to judge on UFOs since some exterior walls (N&amp;amp;W) are not constructed the same). The only trial I ran so far was where both PS&#039;s exploded. --[[User:Zombie|Zombie]] 11:48, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Power Source Damage==&lt;br /&gt;
&lt;br /&gt;
Zombie, I know that testing is your specialty, but I know my personal games have jived with some of your results.  The most glaring being that in the Harvester, sometimes the PS detonates with such force that the floor tiles of the hallway above are destroyed(making the hallway unusable if you lack flying suits).  Also, I&#039;ve seen the navigation panel chairs in a Large Scout fried by the explosion as well(And very rarely, the panels themselves, IIRC.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:42, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Don&#039;t really know what to say. Except for the UFO PS executable offsets hacked to always dish out 250 damage, I&#039;m using an unmodified (and archived) CE version of the game. Are you using (or have you used) XcomUtil? Editors have been known to screw with results. It&#039;s possible Scott T. Jones changed some MCD values for the custom ships. The only other thing I could think of is that we don&#039;t fully know how PS explosions function in the exe. Perhaps editing the min damage to 250 and the randomizer to 0 has an unanticipated effect? Seems doubtful as the exe code is fairly straight-forward and I&#039;ve been studying explosions for a couple years now. After I finish the Supply Ship, I&#039;ll go back and dump in a fresh copy of the game files to see if it changes anything. Other than that, the only way past this is to keep an unmodified exe with the usual PS explosive power and run some tests the naked way. This would be my last resort though as I&#039;d need to reload somewhere on the order of 80-90 times to hit max damage. Feel free to verify though. I&#039;d suggest grabbing a copy of daishiva&#039;s MapView and looking at the tile MCD&#039;s of the Large Scout and Harvester to see if normal floor tiles have 80 armor + 0 HEB and the inner walls have 80 armor + 80 HEB (you don&#039;t really need MapView for this, but a graphical result is easier). &lt;br /&gt;
&lt;br /&gt;
:That said, I don&#039;t remember ever having trouble with the Harvester having an impassible hallway on L1. Abductor, sort of, due to the corners.&lt;br /&gt;
&lt;br /&gt;
I just read a little of the historical discussion below and MTR mentions that UFO Floor tiles have 80 armor and &amp;lt;b&amp;gt;50&amp;lt;/b&amp;gt; HEB (not 80). I know for a fact he was using XcomUtil and not an unmodified version. Scratch that, upon rereading he said that the dead floor tile has 50 armor which is correct. Still, not using an unmodified version of the game throws up all sorts of red flags. --[[User:Zombie|Zombie]] 00:29, 20 November 2008 (CST)&lt;br /&gt;
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I do in fact use XComUtil(without it, the game is very unstable and is prone to resizing my resolution when it crashes), so that could be it.  I&#039;ll check some more when I have time, which probably won&#039;t be until around Christmas.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:34, 20 November 2008 (CST)&lt;br /&gt;
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Alright then, thanks for clearing that up!  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:41, 20 November 2008 (CST)&lt;br /&gt;
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Zombie, I have not seen such an impressive dedication to blowing everything up since Bob &amp;amp; Doug McKenzie in &#039;&#039;Celebrity Film Farm Blow-Up&#039;&#039;. &lt;br /&gt;
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On a slightly serious note, a question about the test method. Given you are already forcing the randomiser to return 0, wouldn&#039;t it be easier (and a closer simulation) to hack the randomiser to return 1.0 - then you would not need to hack the base damage up to max. Probably it would make no difference - though if it &#039;&#039;was&#039;&#039; different, that would show that the PS Damage formula is subtly different somehow from what we currently think. &lt;br /&gt;
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PS for completeness can we also have a picture of a blown-up Small Scout? [[User:Spike|Spike]] 03:56, 20 November 2008 (CST)&lt;br /&gt;
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:Not sure what you mean with the randomizer. A randomizer of single point here or there probably wouldn&#039;t even be noticeable on the battlescape. 5 points maybe. 10 points probably would.&lt;br /&gt;
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:Small Scouts cannot be blown up since they do not have a power source. Suppose I could edit one in the center to see what would happen if it did. I&#039;m guessing L1 would be completely gone. The MCD armor levels are right at the edge though (120 tile armor) and the damage of the PS at GZ+1 (the edge of the wall) would be (250-10)/2 = 120.&lt;br /&gt;
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:If my testing methodology is found to be sound, then eventually I&#039;d like to hack the min value through it&#039;s range like we (being MTR and myself) did for the weapons/grenades on the battlescape. I&#039;d also like to keep the min at 250 and hack the randomizer up to the max to see whether the blast is constrained (or capped) after reaching a certain distance from GZ. Lots of tests, so little time.&lt;br /&gt;
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:Anyhow, I was thinking about the ordering of PS blasts on the battlescape last night after studying at the Supply Ship. If the game checks the UFO map file to see if any tiles are set to PS, then it would stand to reason that the &amp;lt;i&amp;gt;way&amp;lt;/i&amp;gt; it checks is the same way the .MAP file is structured: top to bottom, West to East then North to South. That would completely explain the patterns we see sometimes for overlapping explosions. Makes complete sense. Still doesn&#039;t explain why I didn&#039;t see the second blast configuration for the Harvester (West power source survives it&#039;s saving roll only to be destroyed when the East one goes). Might need to run a bunch more trials. --[[User:Zombie|Zombie]] 08:39, 20 November 2008 (CST)&lt;br /&gt;
::I did document somewhere the order of explosion and it works as you said, except that there is not check for a PS tile type, but for a special MCD value (so it is possible to make other tile types explodable). [[User:Seb76|Seb76]] 13:35, 20 November 2008 (CST)&lt;br /&gt;
: OK I was slightly joking about the Small Scout. IIRC they are totally destroyed by any crash landing (and getting them to crash land is quite a feat, requiring one Cannon and lots of patience). I misunderstood you about the &amp;quot;randomiser&amp;quot; - I thought you meant that you were hacking (overwriting) the random number generator function code in the game so that it always returns 0. This would actually be a very useful hack for testing purposes - to force the RNG to always return 0, or 1.0, or 0.5  Even just being able to set the RNG seed would be good, as it would allow you to do controlled experiments with repeated identical conditions (maybe). [[User:Spike|Spike]] 10:59, 20 November 2008 (CST)&lt;br /&gt;
::I also wrote somewhere that the RNG is the one from the microsoft CRT so it is possible to force the seed to a fixed value. The RNG actually does not return a value between 0 and 1, but between 0 and a maximum value that you specify. Anyway, forcing to return 0 or the max value is not a big deal. [[User:Seb76|Seb76]] 13:35, 20 November 2008 (CST)&lt;br /&gt;
Oh! Well I think we know where the RNG code is located. However, I wouldn&#039;t even consider hacking that in any form as it will make game-wide changes, not just with the PS. That&#039;s a bad thing for testing unless you know for sure it doesn&#039;t mess with other things. When a Small Scout crashes, it is intact on the battlescape since it doesn&#039;t have an engine which explodes. The reason why Small Scouts sometimes don&#039;t show up is because of XcomUtil (I think that map was left out for some reason). --[[User:Zombie|Zombie]] 13:29, 20 November 2008 (CST)&lt;br /&gt;
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== Min, Max, Average ==&lt;br /&gt;
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It&#039;s occurred to me that unfortunately it&#039;s not likely that the average amount of recoverables is going to be the average of the min and the max. I doubt it&#039;s a linear distribution of recoverables across the range of possible damage levels. Still, knowing the min and max in itself will be useful - just need to remind people not to draw unjustified conclusions from the min and max. Anyway, Z., your observations might suggest it actual is pretty linear so let&#039;s wait and see. I guess you could do the &#039;median damage&#039; case and check if the recoverables are midpoint between min damage and max damage. If they are that&#039;s a fair test for linearity. [[User:Spike|Spike]] 22:31, 22 November 2008 (CST)&lt;br /&gt;
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:The average between the min and the max probably will not be a real world value, just a an average over time (ie over many missions). It&#039;s the same idea as MTR&#039;s Elerium-115 recovery on the article page. Suppose I could run some missions with the UFO PS explosion dealing 215 HE (ave between 180 and 250) to get something close to a &amp;quot;true&amp;quot; average. Though, I suspect that may not be anywhere near anticipated average numbers (if the MCD armor rating of tiles is high, then the amount recovered will be shifted higher). We&#039;ll see though, it&#039;s still too early to tell. ;) --[[User:Zombie|Zombie]] 22:58, 22 November 2008 (CST)&lt;br /&gt;
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== Destruction of Carried Artefacts ==&lt;br /&gt;
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As you noted elsewhere, recovery of items like Mind Probes (at over $300K each) can have a very big impact on the overall recoverables value. Thinking about the impact of Power Source explosions... presumably you would only lose artefacts where there are at least 2 explosions overlapping on the same point, the first of which kills the alien, and the second has enough force (not much) to destroy the object on the ground. Or is there also an &#039;overkill&#039; situation where a single explosion can destroy the alien and also destroy the objects that the alien is carrying? If the destruction of carried artefacts only occurs on overlapping tiles then it&#039;s probably easy to make a statistical judgement on the loss of artefacts, based on the percentage of total tiles that are caught in an overlapping blast. If we can make some assumptions about the location of aliens (which is probably not random but based on routes and spawn points, hmm). [[User:Spike|Spike]] 09:05, 23 November 2008 (CST)&lt;br /&gt;
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:Yes, the only time you would possibly lose artifacts is overlapping PS explosions. Recall that only the Supply Ship fits this description. Breaking this down even further, there is only one possible way out of 4 where there will be an overlapping explosion. The overall chance that a PS will explode is 75% and dividing that by 4 leaves approximately 19% that the overlapping situation will happen.&lt;br /&gt;
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:Now, there are four nodes which could spawn an engineer and only 2 of those fall into the overlap range. The spawn priorities for those nodes are 2 and 3 which is just a little higher than the usual. The probability an alien engineer being placed in a node with a priority of 2 is not double the chance of a node with a value of 1 as these numbers are weighted averages. So, if we add the spawn priority numbers for all the engineer nodes we get a value of 7 (1+1+2+3). That means an alien engineer will be placed in the 3 spawn priority node 43% of the time, 29% for the 2 and 14% for each of the other non-overlapping nodes with a value of 1.&lt;br /&gt;
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:According to the Alien Deployment numbers in the exe, you&#039;ll only see one Engineer on Beginner-Genius skill levels and 2 on Superhuman so the vast majority of the time you will only vaporize one alien+kit. Additionally, there are 3 possible kit combinations an engineer could be equipped with and that depends on how far along into the game you are (this is just a guess as we haven&#039;t figured out what triggers one kit to be phased out, but it is a valid theory nonetheless). I can split the loss of income a little though (all values include the kit+corpse):&lt;br /&gt;
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:&amp;lt;b&amp;gt;Beginner-Genius&amp;lt;/b&amp;gt;&lt;br /&gt;
:*Early  $112,880 (PP+2PPC)&lt;br /&gt;
:*Mid    $159,080 (PR+2PRC)&lt;br /&gt;
:*Late   $225,630 (HP+2HPC+AG)&lt;br /&gt;
:&amp;lt;b&amp;gt;Superhuman&amp;lt;/b&amp;gt;&lt;br /&gt;
:*Early  $112,880 (1) - $225,760 (2)&lt;br /&gt;
:*Mid    $159,080 (1) - $318,160 (2)&lt;br /&gt;
:*Late   $225,630 (1) - $451,260 (2)&lt;br /&gt;
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:So that&#039;s about all I can do about the total loss due to overlap. Better than nothing I suppose. --[[User:Zombie|Zombie]] 20:13, 23 November 2008 (CST)&lt;br /&gt;
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&amp;quot;Better than nothing&amp;quot;? How about &#039;&#039;&amp;quot;truly, staggeringly awesome!&amp;quot;&#039;&#039;. Wow. [[User:Spike|Spike]] 20:50, 23 November 2008 (CST)&lt;br /&gt;
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==Historical Discussion on UFO Explosions moved from Talk:ExploitsF==&lt;br /&gt;
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&#039;&#039;&#039;NOTE: a lot of this may be obsolete but is preserved here for posterity pending a good hard edit from someone who knows the subject better than me!&#039;&#039;&#039; [[User:Spike|Spike]] 13:57, 19 November 2008 (CST)&lt;br /&gt;
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Two related questions (have they been answered here?): 1) How long do crash sites persist?, and 2) If one Power Source (PS) blows up, yes, it will destroy E115 within a particular [[Explosions|distance]], but will it cause them to explode?&lt;br /&gt;
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[snip] page 311 of the OSG says PSs have a 70% chance of exploding, which sounds about right to me. A table of probabilities of finding intact PSs for the various UFOs could be generated. I would have thought the answer to #2 is that they don&#039;t cause them to explode; they&#039;re not an [[Explosions#Explosive_Map_Objects|explosive object]]. But in my experience, the ground floor of a Terror Ship is always the same - all four PSs are always blasted up, and the surrounding interior walls are always in the same bad shape (i.e., they&#039;re always all gone, except by the door at the south).&lt;br /&gt;
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Anyway, a probabilistic thing would be fun to do. But the question of successive explosions has been puzzling me. Could E115 trigger something special in crashes? (Successive explosions even though it&#039;s not registered as an explosive?) E115 has always had that odd boolean checkmark at [[OBDATA.DAT]][45]. - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
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... As for the explosions - I guess during the pre-detonation stages, the game may take into account nearby power units that get caught in the blast and detonate them as well. The 70% chance still holds true for isolated units. Can we add extra power units to the existing craft maps to test this I wonder? Or what about setting this boolean flag for enemy corpses, and crossing our fingers? Heh. That might not work. - [[User:NKF|NKF]]&lt;br /&gt;
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Hehe, it might be fun to play with those booleans. Or not. ;)&lt;br /&gt;
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I guess that, since PS explosions are performed by code that is &amp;quot;above&amp;quot; normal battlescape properties (i.e., PSs are not explosive per se), it&#039;s entirely possible they also programmed in, that they trigger successive detonations. It could be fairly easily tested, in theory... There are only 3 UFOs where PSs can &amp;quot;interact&amp;quot;: Harvester (2 PSs), Supply (3), Terror (4). Supply UFOs might be the most interesting in terms of teasing out whether there are successive detonations. FWIW, straight odds (no interaction) of having 2 PSs intact is 9.00% (.3&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;), 3 intact is 2.70%, and 4 intact is 0.81%.&lt;br /&gt;
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Remind me, is there some quick way to &amp;quot;lift the fog of war&amp;quot; and see the whole map? Maybe with [[Links|Mapview]]? (I don&#039;t have it installed ATM; I recently got a new PC.) If so, it would be fairly easy to see e.g. if terror ships ever vary their explosion pattern, etc. Also any differences between combat early or late after a crash.&lt;br /&gt;
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Maybe we should move all these comments, maybe even this whole section, to Discussion? - [[User:MikeTheRed|MikeTheRed]] 17:43, 10 January 2007 (PST)&lt;br /&gt;
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Moved - and discussions split up and line breaks inserted for your reading convenience. Coincidentally, Mike, it has been a while, but I&#039;ll let you decide what to do with your earlier comment up above. &lt;br /&gt;
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As for the maps - I know XComutil has an option to clear the fog of war and make everyone on the map visible (and sets the lighting for the whole map to the brightest setting until you move). Use the command line utility&#039;s &#039;&#039;&#039;VIS&#039;&#039;&#039; command. Like so: &#039;&#039;&#039;xcomutil game_n vis wrt&#039;&#039;&#039; - game_n being the directory for your tactical savegame.&lt;br /&gt;
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-[[User:NKF|NKF]]&lt;br /&gt;
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NKF - Cool, I just tried that XcomUtil and it worked like a charm. And guess what... I happened to try it on a Terror ship... and only ONE PS was blown up (although it did, of course, destroy the other 3). Damn, that seems like low odds... and OMG it instantly explodes (cough) the possibility of successive explosions. One other thing can be done via a screenshot of it... one can determine a PS&#039;s explosive strength (but maybe not its radius). (Has anybody determined this stuff yet?) Anyway here goes (dusting off [[Explosions]] memory cells): &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Edited after I looked closely and got the equations right - [[User:MikeTheRed|MikeTheRed]] 17:48, 12 January 2007 (PST)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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*UFO floors (their &amp;quot;initial&amp;quot; tile) are destroyed out to radius 3. They need 80 HE to kill them.&lt;br /&gt;
*Tiles are hit with average/2 damage; this damage decreases by 5, each tile outward from Ground Zero. So average/2 must be 80-84 at tile 3, and 95-99 at GZ.&lt;br /&gt;
*Twice this value (for the average) is 190-199. A PS explosion is &#039;&#039;almost&#039;&#039; as strong as a blaster bomb. (Notice how blasters scorch UFO floor tiles out to 4 tiles, 1 more than a PS, and are average damage 200.)&lt;br /&gt;
*Initial destroyed tiles are not blown through to raw earth anywhere, even at GZ. The slightly stronger blaster also does not blow through to raw earth at GZ on UFO floors. (Can someone look up the death tile armor strength for a damaged Power Source? The GZ PS was not raw earth, either.)&lt;br /&gt;
*Those walls around the PSs on a Terror ship are only destroyed up to where the floor tiles were; they also are 80 initial / 50 dead tile &amp;quot;armor&amp;quot;.&lt;br /&gt;
*PSs at 6 straight-line radius and 3 diagonal (walking TUs means its considered 4 tiles away) are destroyed, consistent with [[UFO_Power_Source]] info that they have 50 &amp;quot;armor&amp;quot;... average/2 HE strength is 65 at radius 6.&lt;br /&gt;
*All the Elerium is gone, of course... it only [[Explosions#Object_Destruction|takes]] 21 HE.&lt;br /&gt;
*A Snakeman was also killed, at a straight-line radius of 7 (just past the radius-6 PS). Here, the average/2 HE should be 60, and strength against units 60 to 180. It&#039;s a Superhuman game, so the lowest stats ([http://www.strategycore.co.uk/xcom/pg/ufoalienstats Superhuman Snakeman Soldier]) would be Health 45 and armor ranging from 16 Rear to 20 Front, for a minimum of 45+16=&#039;&#039;&#039;61&#039;&#039;&#039; to kill. Easily enough to kill this weakest example; stronger aliens near to the edge of the blast (wherever it is) might have a chance of only being injured.&lt;br /&gt;
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Does anyone ever remember seeing aliens &#039;&#039;injured&#039;&#039; by crash-landing? In my vague recollection of times when I MC everything, they are all either fine, or dead, at crash sites... never injured.&lt;br /&gt;
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FWIW there wasn&#039;t any other vulnerable stuff around, to tell the whether the blast went farther than radius 7. In theory it could extend to radius 18, with a GZ strength of 190-199... but the largest [[Explosions#HE_Statistics|blasts]] seen in the game are both clipped at radius 11 (blast and fusion tank).&lt;br /&gt;
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- [[User:MikeTheRed|MikeTheRed]] 17:33, 11 January 2007 (PST)&lt;br /&gt;
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I&#039;ve seen injured aliens from pre-BattleScape power plant explosions.  They&#039;re generally toast if the walk into a fire :(  [This is from studying XCOMUtil reports at DIS:2.]  It&#039;s more common with Large Scouts, but not unthinkable with crashed Terror Ships.&lt;br /&gt;
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Even if it always is the same amount of time, the &amp;quot;in theme&amp;quot; way to code it would be a countdown timer (like manufacturing, research, and time to next UFO).&lt;br /&gt;
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-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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Ok I just fixed a glaring error in my math above. That&#039;s better. The soldier was practically gauranteed to be dead. FWIW a supply ship where only one &amp;quot;outer&amp;quot; PS has exploded will confirm whether 11 is the limit of the blast radius. It&#039;s probably also the best place to try to find an alien caught at the edge of the blast, to see where its edge is. Not that it&#039;s a real big deal. The probabilities of finding intact Elerium for various ships can be stated already. Probably. :)&lt;br /&gt;
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A new wrinkle that may affect it was raised by my Terror Ship example: Only the &amp;quot;top most&amp;quot; PS exploded. And as you will recall, I had previously thought all 4 PSs exploded, and only the door and the walls near it (at the &amp;quot;bottom&amp;quot;) were left. In hindsight, maybe PSs have a fixed &amp;quot;order&amp;quot; in which they explode, and what I had actually seeing is that 3 exploded (which is good for the odds of 70%) - but it was the &amp;quot;top 3&amp;quot;. If the &amp;quot;bottom&amp;quot; last one had exploded, the door and walls around it would&#039;ve been gone. But that&#039;s not what I remember encountering most/all the time. See? Perhaps they explode, starting from the top-most one, down. Depending on some dice roll as to how many would explode. This possible predictability in terms of the order (top to bottom) in which they are &amp;quot;slated to explode&amp;quot; could mean that e.g. seeing a particular Battleship &amp;quot;foot&amp;quot; intact tells you something about which others might be intact, at a glance (and how much E115 is left). Something worth testing with a few reloads some night. &lt;br /&gt;
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As for effects on E115 survival probabilities in general, it looks like the Supply ship is the only ship where there is a chance for this potential &amp;quot;fixed order&amp;quot; to affect the likelihood. The central PS will always destroy the other two PS&#039;s E115. If it is more or less likely to explode due to a fixed order - if the left/top one &amp;quot;goes first&amp;quot; - this would affect the probabilities. For all other UFOs, though, the PS spacing is such that any PS explosion kills all the others&#039; E115 - or not at all (battleship, harvester).&lt;br /&gt;
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Thanks for the feedback on the injured guy, Zaimoni. It sounds like PS blasts are like blasters... it&#039;s &#039;&#039;possible&#039;&#039; for someone to survive it near the edge, but not likely. Combined with how I usually try to farm intact elerium (i.e., not crash UFOs), probably explains why I don&#039;t remember seeing anyone injured from crashing. &lt;br /&gt;
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- [[User:MikeTheRed|MikeTheRed]] 17:48, 12 January 2007 (PST)&lt;br /&gt;
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Did some more testing, on a Terror ship. I made a savegame with a Terror Ship crash site not yet visited, then visited it 10 times, using XcomUtil&#039;s &amp;quot;lights on&amp;quot; switch. Some observations:&lt;br /&gt;
*Right Zai, there can be injured folks. Three times out of 10. One of these was stunned, even. Oddly, this stunned one briefly showed in the equipment pile at initial loadout(!), but disappeared from there once I finished the loadout (and appeared in the blast area).&lt;br /&gt;
*Dead or injured guys are always standing right next to a PS. There were always 1 to 2, dead or wounded. The PS they stand next to is random, out of the 4 on a Terror.&lt;br /&gt;
*Very very oddly: Out of the 10 reloads, &lt;br /&gt;
**4 had identical radius-3 UFO-floor-damage blast patterns centered on the top PS, like the first one described above. (The four includes that first one.)&lt;br /&gt;
**Four had an increased level of damage (floor damage radius 5), &#039;&#039;centered on the top PS, still&#039;&#039;.&lt;br /&gt;
**One had an even larger blast pattern of radius 8 or more; it could have been more, because it damaged the floor of the whole interior PS room, but did not extend past any of the walls (all were blown out). &#039;&#039;And it was still centered on the top PS.&#039;&#039;&lt;br /&gt;
**The final one had floor damage to radius 4, and was centered on the &#039;&#039;left&#039;&#039; PS.&lt;br /&gt;
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This doesn&#039;t make any sense to me. *scratches head* Ok, that&#039;s enough for now. - [[User:MikeTheRed|MikeTheRed]] 19:22, 12 January 2007 (PST)&lt;br /&gt;
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So a Power Source explodes with a power = 190-199? As a quick calculation a while back, (see [http://www.xcomufo.com/forums/index.php?s=&amp;amp;showtopic=242025161&amp;amp;view=findpost&amp;amp;p=148227 this post] for the specifics) I determined the PS has a strength of 200 on a desert landscape. Guess that desert tiles aren&#039;t sensetive enough to pick up on that 1-10 point difference in strength you calculated.&lt;br /&gt;
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It&#039;s easy to create your own ship designs with daishivas mapview program: just delete everything on the ground floor of a UFO and stuff a PS smack-dab in the middle. When you visit the crash site, all you see is either a PS (if it didn&#039;t explode) or a huge crater - lol.&lt;br /&gt;
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I wonder if BB&#039;s custom tile testing landscape could be tweaked to nail the power of the explosion down exactly? If not, I suppose I could edit the alien spawn points on a ship so that they are clustered around the PS. After properly editing alien stats of the race contained in the UFO, shoot the UFO down and visit it many times. Log the alien stats near the explosion over a few thousand reloads and we should have our answer (extrapolating damage to take the extra tile into consideration). Might need to call in a favor to BB for a &amp;quot;special&amp;quot; logger for this, but hey, it&#039;s possible. Heck, it may be easier to just edit the UFO floor tile properties to show this. ;) --[[User:Zombie|Zombie]] 23:13, 12 January 2007 (PST)&lt;br /&gt;
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[[Image:TestTerrCrash-1to4.png|right|thumb|200px|Type of Terror crash damage, n=10]] Hiya Z! Yes well... in the follow-up testing, it suggests that PS explosion strength is &#039;&#039;variable&#039;&#039;. But this (and the finding) don&#039;t make sense relative to what you might&#039;ve expected - i.e., just let some of the PSs blow up or not, at a fixed strength, with a probability of 70%. I get the feeling it may be jerry rigged in the code. Especially disconcerting is how there were bigger or smaller explosions - all centered on the top-most PS. 9 times out of 10.&lt;br /&gt;
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If it helps any, here&#039;s a montage of the four types of damage seen in those 10 samples. The radius-3-floor-damage (seen 4x) is in upper right, radius-5 middle right (4x), radius 8+ lower right (1x), and radius 4 left PS is on left (1x). You can clearly see how all three of the pix on the right are centered on the top-most PS; notice the explosion blockage &amp;quot;shadow&amp;quot; due to the other PSs in the pic on the lower right. (Did I get my math right, when I said the strength seems to be 190-199 for the pic in upper right?)&lt;br /&gt;
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I am so rusty on all the details of map editing. But if you can combine BB&#039;s numerical tiles with a UFO with no floor or interior walls, it should be good to go! Why not stick in more than one PS so we can see what it does relative to this head-scratcher of, is only one PS exploding, but with variable strength? A part of my head scratching is, with Battleships, it&#039;s clear that you don&#039;t always have only one PS explode. - [[User:MikeTheRed|MikeTheRed]] 09:13, 13 January 2007 (PST)&lt;br /&gt;
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Whether Medium Scout Navigation consoles survive a pre-BattleScape power plant explosion is inconsistent.  [It&#039;s relatively rare, but does happen.]&lt;br /&gt;
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-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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Huh, ok, I guess that means it can be variable even if there&#039;s only one PS. I had been thinking, maybe it was loading all the strength of multiple PSs blowing up, into that one PS that was blowing up, on the Terror Ship. (Did that make sense?) But if even a lone-PS ship has variability, that tells a lot about it. &lt;br /&gt;
&lt;br /&gt;
Hellfire and damnation, lol - [[User:MikeTheRed|MikeTheRed]] 17:45, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done some testing with Supply ships - which has laid my confusion with Terror ships to rest. Obvious in hindsight, really... the first PS to explode on a Terror Ship &#039;&#039;destroys all the other PSs&#039;&#039; due to their proximity. This doesn&#039;t happen on a Supply ship, between the two &amp;quot;edge&amp;quot; PSs... which leads to some interesting pictures, when heavy blast damage is laid on other heavy blast damage. And yes, the explosion strength definitely seems to be variable. So, some things so far: 1) PSs appear to have a &amp;quot;designated order of explosion&amp;quot;, 2) blast strength is variable but quite high (enough to melt UFO floors), 3) if a PS explosion destroys other PSs, they will not explode (blush), and 4) the radius of the blast appears to be quite large.&lt;br /&gt;
&lt;br /&gt;
As for that radius, it&#039;s hard to pin down with these fairly indestructible floors and walls. It is probably less than 12, and my best guess ATM is 10. But it&#039;s hard, because it could be variable (including dependent on strength), and these UFOs don&#039;t give up secrets easily. Z, are you making a test setup? If so, I&#039;ll stop wasting my time. :-) - [[User:MikeTheRed|MikeTheRed]] 20:26, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Analyzing the various pix I&#039;ve collected shows PSs can have a blast strength of 180 to 240+ (!) Average HE. That 240 could have been anything up to 260, but was constrained by walls containing damage, etc. Initial UFO Floor armor is 80 and Dead Tile UFO Floor armor is 50, which would take 260 average HE in one explosion, but this was never seen, even in the 240+ HEs which destroy both the initial PS (50 armor) and the dead PS (70 armor). 260 HE is over the &amp;quot;theoretical&amp;quot; limit of 255 HE... We can&#039;t set weapons to higher than this, but that doesn&#039;t necessarily mean the game can&#039;t, somehow. (Can&#039;t damage to units exceed 255? Did you ever try a maxxed shot weapon vs. units with maxxed health and high armor, Zombie?)&lt;br /&gt;
&lt;br /&gt;
Another pic clearly shows that a PS blast of average HE 240 only has a radius of 10. Looks like 10 is the max radius for PS blasts. I say &amp;quot;max&amp;quot; because it may be smaller, if blast radius is linked to explosive strength, as it is for [[Explosions#Playing_With_Fire|projectiles]]. My initial impression is that PSs don&#039;t follow the blast pattern for any other explosives, though.&lt;br /&gt;
&lt;br /&gt;
If you are using numerical tiles Zombie, they should make things a lot clearer than I can. For one thing, I can&#039;t get exact numbers. And there are many restraints. But it must be a bit of work... you have to try to get a specific type of UFO to crash in a specific kind of terrain, right?&lt;br /&gt;
&lt;br /&gt;
FWIW I might point out that quite a few of the crashed Terror UFOs looked the same (only 4 unique configs out of 10), but all 5 of the Supply crashes were unique. I guess it underlines how severe the effect of immediately destroying the other PSs can be. Try to space your PSs 11 tiles apart, Zombie. :) Or not... either way informs or confirms theories.&lt;br /&gt;
&lt;br /&gt;
Interestingly, in one of my pix there is a Supply PS in the middle position that first got blasted from one side to a dead PS, then the death PS got vaporized from the other side.... and all that&#039;s left is the flames that come with a dead PS, laugh.&lt;br /&gt;
&lt;br /&gt;
Ok, that&#039;s enough for now - [[User:MikeTheRed|MikeTheRed]] 22:23, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I have been rather busy the last couple days but I&#039;ll look into recreating a testing scenario with a custom UFO floorplan today. I think this will have to be a modified Battleship since that map has the largest editable area (30x30). However, BB&#039;s hacked desert landscape can only be used on scouts due to the MCD limits. A Large Scout will have to work for now (map size of 20x20). If I do not use BB&#039;s desert landscape (as may be necessary if we want to add extra Power Sources), I could probably create my own desert map (sans those nice numbers in BB&#039;s example) just to get an overview of the situation. All crashed UFO&#039;s will therefore have to be shot down over the desert landscape to see any changes to the terrain.&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t tried a maxed weapon strength with a subject having maxed armor and health yet. (I&#039;ll do this tonight to see what happens). However, if shot weapons follow explosive, then I&#039;d assume weapon damage can go above 255. (Remember my tests with the [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=4546&amp;amp;view=findpost&amp;amp;p=55309 Blaster Bomb]? Subjects could receive more than 255 damage points with a direct GZ hit. The theoretical max  was 300 [200*3/2] while I observed a max of 298 over 55 trials). --[[User:Zombie|Zombie]] 13:26, 14 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Mike, you may want to take a look at the post I made [http://www.xcomufo.com/forums/index.php?s=&amp;amp;showtopic=242025161&amp;amp;view=findpost&amp;amp;p=163614 here].&lt;br /&gt;
&lt;br /&gt;
I ended up using BB&#039;s numerical tileset and a modified Medium Scout map for testing the blast strength of the PS. It worked really well.&lt;br /&gt;
&lt;br /&gt;
BTW, a Large Scout has a map size of 20x20 so by placing a PS at each corner of it the explosions shouldn&#039;t overlap. This may be handy for testing multiple explosions. 2 would work fine, but 4 PS modules could also be crammed on the map to check on overlap and/or the explosion order. --[[User:Zombie|Zombie]] 18:51, 17 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thanks for that other post! It seems pretty clear that there&#039;s an explosion order. 9 times out of 10 probably isn&#039;t coincidence. But it could have been! Hehe - [[User:MikeTheRed|MikeTheRed]] 19:39, 17 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:&#039;&#039;Does anyone ever remember seeing aliens injured by crash-landing? In my vague recollection of times when I MC everything, they are all either fine, or dead, at crash sites... never injured.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ve seen injured aliens from pre-BattleScape power plant explosions. They&#039;re generally toast if the walk into a fire :( [This is from studying XCOMUtil reports at DIS:2.] It&#039;s more common with Large Scouts, but not unthinkable with crashed Terror Ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably the reason for this dichotomy is people are thinking too advanced - as if the game simulated the explosion while in the air when the UFO was intercepted. What most likely happens is the game spawns all the aliens in their starting points around the map, then fires the explosion. So only the aliens that are in the ship, near the PS, can be damaged or injured, where more realistically you might expect more to be in the vicinity (especially for medium scouts of course). Clearly this means the amount of injured aliens is going to tend to be very low compared to more realistic expectations.&lt;br /&gt;
&lt;br /&gt;
Especially with the smoke of the explosion still around you could interpret this as the power systems have an emergency shut off when they are too damaged, which causes the crash, and the explosion only happens when they try to restart the engines/PS before they are fixed when the detect your team landing in the area, hence the explosion happening in the alien turn before you land. --[[User:Sfnhltb|Sfnhltb]] 10:46, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== How long do Crashed UFOs stay on the ground? ==&lt;br /&gt;
&lt;br /&gt;
Would love to have an authoritative answer, and it really should be on the page. I&#039;ll try to time in in the meantime.[[User:Oathbreaker|Oathbreaker]] 13:17, 9 February 2013 (EST)&lt;br /&gt;
:I&#039;m pretty sure it&#039;s 3 days (72 hours), and it&#039;s stored at [[LOC.DAT]] offset 6-7. However, &amp;quot;pretty sure&amp;quot; is not strictly authoritative. :) I also looked for it on UFOpedia, couldn&#039;t find it, and so I started watching LOC.DAT, once ... but didn&#039;t stick with it. Maybe LOC.DAT will make it easier for you to work with? For the ultimate test, try &#039;&#039;changing&#039;&#039; it for a crash and see what happens. -[[User:MikeTheRed|MikeTheRed]] 17:16, 9 February 2013 (EST)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=38390</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=38390"/>
		<updated>2012-10-09T01:45:43Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* New Main Page layout. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: I also am getting serious overlap unless in widescreen mode, but widescreen shouldn&#039;t be required. Personally I say, keep EU2012 on its own page while it&#039;s hot (the next year or so)... the main page historically has been for people who like 16 year old games, which most &amp;quot;hot&amp;quot; game players typically don&#039;t, by definition. I don&#039;t care if the EU2012 page is &amp;quot;the&amp;quot; homepage for ufopaedia.org (and make the vintage X-COM games and old home page easily reachable by prominent link), or vice-versa. Some longtimers might disagree. In one sense, the vintage games are slowing down the new game, and vice-versa. (Look how busy the homepage is already.) But if you put it all on this page, I think you don&#039;t have much choice but to make it be entirely above the EU1996 Table of Contents template (not side-by-side). &lt;br /&gt;
::::::: My two cents. Thanks for working on it, Kokkan! P.S. Nobody else weighed in on the (EU2012) parentheses issue... so if folks don&#039;t care, the choice gets made by whomever&#039;s been doing most of the work, you. So be it... P.P.S. My copy of EU2012 has been in the mail since Saturday!  :) -[[User:MikeTheRed|MikeTheRed]] 21:45, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|left|thumb|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]][[File:Blue badge XCOM EU.png|100px|left|thumb|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|left|thumb|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=38018</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=38018"/>
		<updated>2012-10-05T18:16:54Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: &lt;/p&gt;
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| style=&amp;quot;width:61%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to UFOpaedia.org,&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:13%; font-size:95%;&amp;quot; |&lt;br /&gt;
* [[XCOM | UFO: Enemy Unknown (1994)]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[TFTD | Terror from the Deep]]&amp;lt;br/&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:13%; font-size:95%;&amp;quot; |&lt;br /&gt;
* [[Apocalypse]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[EU_(2012) | XCOM: Enemy Unknown (2012)]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer strategy game series introduced in 1994 by MicroProse.  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All newbies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a computer game and not to general conspiracy theories regarding aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--   FEATURED BOX  --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! XCOM Highlight&lt;br /&gt;
|-&lt;br /&gt;
| {{:Featured}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Featured| Featured Article]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequels ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feature Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several open source X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
* [[UFO2000|UFO2000 wiki]] &lt;br /&gt;
* [[OpenXcom|OpenXcom wiki]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ufopaedia_News&amp;diff=38017</id>
		<title>Ufopaedia News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ufopaedia_News&amp;diff=38017"/>
		<updated>2012-10-05T18:16:46Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia News ===&lt;br /&gt;
This is an info page for major updates and work focus on the wiki.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===== October 4th, 2012 =====&lt;br /&gt;
: &#039;&#039;&#039;New Main Page:&#039;&#039;&#039; UFOpaedia.org features a new Main Page, this to better structure the information and news. Each section draws information from two different pages [[XCOM_News]] for general news about the games and [[Ufopaedia_News|UFOpaedia News]] for news on the wiki site.&lt;br /&gt;
&lt;br /&gt;
===== June 10th, 2012 =====&lt;br /&gt;
: &#039;&#039;&#039;UFOpaedia expands:&#039;&#039;&#039; A new draft is up for Firaxis coming remake of UFO: Enemy Unknown; head over to [[EU_(2012)|XCOM: Enemy Unknown (2012)]] and start contributing. So far there is not much information released by Firaxis but we can fill in the tidbits that are known so far.&lt;br /&gt;
&lt;br /&gt;
===== March 22nd, 2009  =====&lt;br /&gt;
: &#039;&#039;&#039;UFOpaedia.org is now hosted by StrategyCore:&#039;&#039;&#039; To visitors and regular contributors, the UFOpaedia.org wiki is now hosted on [http://www.strategycore.co.uk/ StrategyCore]. A big thank you to Gazchap who started and hosted for so long what has since become a most fascinating and informative resource on X-COM.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;September 12, 2012&#039;&#039;&#039;&lt;br /&gt;
:*Etiam faucibus, est in pharetra dapibus, risus orci pulvinar augue, vitae imperdiet ante sapien quis leo. Ut ultricies orci id augue scelerisque id accumsan arcu mattis. Aliquam sed dignissim arcu. Integer mollis scelerisque metus, eget hendrerit felis porta quis. Morbi fermentum mattis nibh, sit amet hendrerit magna suscipit vitae.&lt;br /&gt;
:* Quisque eu lorem ipsum. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque auctor, odio non pretium scelerisque, arcu nulla fermentum nisi, et consequat mauris sem sed sem. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;September 12, 2012&#039;&#039;&#039;&lt;br /&gt;
:*Etiam faucibus, est in pharetra dapibus, risus orci pulvinar augue, vitae imperdiet ante sapien quis leo. Ut ultricies orci id augue scelerisque id accumsan arcu mattis. Aliquam sed dignissim arcu. Integer mollis scelerisque metus, eget hendrerit felis porta quis. Morbi fermentum mattis nibh, sit amet hendrerit magna suscipit vitae. Quisque eu lorem ipsum. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque auctor, odio non pretium scelerisque, arcu nulla fermentum nisi, et consequat mauris sem sed sem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=37991</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=37991"/>
		<updated>2012-10-05T13:55:25Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* XCOM Sidebar logo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Some time in the future we&#039;ll need to start thinking to add it (and the FPS) to its own specific wiki. But for the time being I&#039;m wondering if we should have a single page to compile all infomation being coming out until it gets released. I&#039;m thinking of features like weapons, races, combat system, research, etc. [[User:Hobbes|Hobbes]] 08:27, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Obviously we will need to make a [[XCOM (2012)]] and [[XCOM (FPS)]] section, but perhaps a temporary page like Upcoming Titles or something where features and other things of the new games can be advertised until they go live? -[[User:NKF|NKF]] 15:27, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think one page each is good for now. Keep it vague, &#039;cause even things we have details on are subject to change. Stick the &amp;quot;upcoming titles&amp;quot; section on the main page, it doesn&#039;t really need it&#039;s own article. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:19, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hey all. There&#039;s already a ton of information available about XCOM: Enemy Unknown 2012 on a specific thread at the 2K Forums and I&#039;m thinking of creating the initial page/template (based on the original game&#039;s page categories) and updating it as new information is revealed. Two questions, though, the first is that the page needed to be added to the list of games on the left. The second concerns the name &#039;XCOM&#039;, since we had decided to use the &#039;X-COM&#039; version, but now Firaxis went back to the original spelling. Which should we use? [[User:Hobbes|Hobbes]] 16:31, 10 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
X-COM (2012) perhaps? I&#039;d settle on XCOM mainly for Enemy Unknown or the classic titles in general. Also about the main image - I&#039;m not sure how it can be done, but a way to randomise the opening picture to that of any one of the games would be fantastic. Might have to see if we can find a plug-in that can do this and hassle Pete to install it. -[[User:NKF|NKF]] 01:34, 11 June 2012 (EDT)&lt;br /&gt;
:What I&#039;d like to propose is that we be more flexible with the current convention and allow both uppercase forms (XCOM/X-COM) to be used on the wiki, but not X-Com, XCom, Xcom or any other variation. It makes things more easy for both new/old users.[[User:Hobbes|Hobbes]] 08:01, 11 June 2012 (EDT) &lt;br /&gt;
:For the name of the new game page I&#039;m using the name &#039;XCOM (2012)&#039;, although I&#039;m thinking now it would make more sense to call it &#039;EU (2012)&#039; and list it on the left pane as &#039;Enemy Unknown (2012). Then have all associated pages with the game have the suffix (EU2012) attached, like (EU), (TFTD) or (Apocalypse). There&#039;s still Marin&#039;s FPS shooter coming out next year, if it isn&#039;t cancelled so using XCOM as a suffix may be confusing later. [[User:Hobbes|Hobbes]] 08:01, 11 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found the XCOM (2012) template and added it to the main page (probably poorly, took a while to find).  Slowly starting to add information from the various videos, reviews, amd from the 2K forums.  Aside from the sticky at the top of the page, users  have started compiling confirmed information from screenshots shown in the videos here:  [http://forums.2kgames.com/showthread.php?135076-Info-gathered-from-videos &amp;quot;Info gathered from videos&amp;quot;]  ~[[User:Drakalu|Drakalu]] 16:00, 15 September 2012 (EDT)&lt;br /&gt;
:I&#039;ve just added Enemy Unknown (2012) to the sidebar. I&#039;m going to remove the table from the main page since it&#039;s too incomplete at the moment and we&#039;ll still need to discuss later what should be in there with the new game. [[User:Hobbes|Hobbes]] 14:14, 17 September 2012 (EDT)&lt;br /&gt;
:: Good call, Hobbes. Thanks for the contributions, Drakalu and Kokkan. [[User:Spike|Spike]] 15:27, 17 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|left|thumb|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]][[File:Blue badge XCOM EU.png|100px|left|thumb|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|left|thumb|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=37847</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=37847"/>
		<updated>2012-10-04T18:33:22Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* XCOM Sidebar logo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Some time in the future we&#039;ll need to start thinking to add it (and the FPS) to its own specific wiki. But for the time being I&#039;m wondering if we should have a single page to compile all infomation being coming out until it gets released. I&#039;m thinking of features like weapons, races, combat system, research, etc. [[User:Hobbes|Hobbes]] 08:27, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Obviously we will need to make a [[XCOM (2012)]] and [[XCOM (FPS)]] section, but perhaps a temporary page like Upcoming Titles or something where features and other things of the new games can be advertised until they go live? -[[User:NKF|NKF]] 15:27, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think one page each is good for now. Keep it vague, &#039;cause even things we have details on are subject to change. Stick the &amp;quot;upcoming titles&amp;quot; section on the main page, it doesn&#039;t really need it&#039;s own article. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:19, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hey all. There&#039;s already a ton of information available about XCOM: Enemy Unknown 2012 on a specific thread at the 2K Forums and I&#039;m thinking of creating the initial page/template (based on the original game&#039;s page categories) and updating it as new information is revealed. Two questions, though, the first is that the page needed to be added to the list of games on the left. The second concerns the name &#039;XCOM&#039;, since we had decided to use the &#039;X-COM&#039; version, but now Firaxis went back to the original spelling. Which should we use? [[User:Hobbes|Hobbes]] 16:31, 10 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
X-COM (2012) perhaps? I&#039;d settle on XCOM mainly for Enemy Unknown or the classic titles in general. Also about the main image - I&#039;m not sure how it can be done, but a way to randomise the opening picture to that of any one of the games would be fantastic. Might have to see if we can find a plug-in that can do this and hassle Pete to install it. -[[User:NKF|NKF]] 01:34, 11 June 2012 (EDT)&lt;br /&gt;
:What I&#039;d like to propose is that we be more flexible with the current convention and allow both uppercase forms (XCOM/X-COM) to be used on the wiki, but not X-Com, XCom, Xcom or any other variation. It makes things more easy for both new/old users.[[User:Hobbes|Hobbes]] 08:01, 11 June 2012 (EDT) &lt;br /&gt;
:For the name of the new game page I&#039;m using the name &#039;XCOM (2012)&#039;, although I&#039;m thinking now it would make more sense to call it &#039;EU (2012)&#039; and list it on the left pane as &#039;Enemy Unknown (2012). Then have all associated pages with the game have the suffix (EU2012) attached, like (EU), (TFTD) or (Apocalypse). There&#039;s still Marin&#039;s FPS shooter coming out next year, if it isn&#039;t cancelled so using XCOM as a suffix may be confusing later. [[User:Hobbes|Hobbes]] 08:01, 11 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found the XCOM (2012) template and added it to the main page (probably poorly, took a while to find).  Slowly starting to add information from the various videos, reviews, amd from the 2K forums.  Aside from the sticky at the top of the page, users  have started compiling confirmed information from screenshots shown in the videos here:  [http://forums.2kgames.com/showthread.php?135076-Info-gathered-from-videos &amp;quot;Info gathered from videos&amp;quot;]  ~[[User:Drakalu|Drakalu]] 16:00, 15 September 2012 (EDT)&lt;br /&gt;
:I&#039;ve just added Enemy Unknown (2012) to the sidebar. I&#039;m going to remove the table from the main page since it&#039;s too incomplete at the moment and we&#039;ll still need to discuss later what should be in there with the new game. [[User:Hobbes|Hobbes]] 14:14, 17 September 2012 (EDT)&lt;br /&gt;
:: Good call, Hobbes. Thanks for the contributions, Drakalu and Kokkan. [[User:Spike|Spike]] 15:27, 17 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|left|thumb|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]][[File:Blue badge XCOM EU.png|100px|left|thumb|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|left|thumb|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=37846</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=37846"/>
		<updated>2012-10-04T18:24:58Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* New Main Page layout. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Some time in the future we&#039;ll need to start thinking to add it (and the FPS) to its own specific wiki. But for the time being I&#039;m wondering if we should have a single page to compile all infomation being coming out until it gets released. I&#039;m thinking of features like weapons, races, combat system, research, etc. [[User:Hobbes|Hobbes]] 08:27, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Obviously we will need to make a [[XCOM (2012)]] and [[XCOM (FPS)]] section, but perhaps a temporary page like Upcoming Titles or something where features and other things of the new games can be advertised until they go live? -[[User:NKF|NKF]] 15:27, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think one page each is good for now. Keep it vague, &#039;cause even things we have details on are subject to change. Stick the &amp;quot;upcoming titles&amp;quot; section on the main page, it doesn&#039;t really need it&#039;s own article. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:19, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hey all. There&#039;s already a ton of information available about XCOM: Enemy Unknown 2012 on a specific thread at the 2K Forums and I&#039;m thinking of creating the initial page/template (based on the original game&#039;s page categories) and updating it as new information is revealed. Two questions, though, the first is that the page needed to be added to the list of games on the left. The second concerns the name &#039;XCOM&#039;, since we had decided to use the &#039;X-COM&#039; version, but now Firaxis went back to the original spelling. Which should we use? [[User:Hobbes|Hobbes]] 16:31, 10 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
X-COM (2012) perhaps? I&#039;d settle on XCOM mainly for Enemy Unknown or the classic titles in general. Also about the main image - I&#039;m not sure how it can be done, but a way to randomise the opening picture to that of any one of the games would be fantastic. Might have to see if we can find a plug-in that can do this and hassle Pete to install it. -[[User:NKF|NKF]] 01:34, 11 June 2012 (EDT)&lt;br /&gt;
:What I&#039;d like to propose is that we be more flexible with the current convention and allow both uppercase forms (XCOM/X-COM) to be used on the wiki, but not X-Com, XCom, Xcom or any other variation. It makes things more easy for both new/old users.[[User:Hobbes|Hobbes]] 08:01, 11 June 2012 (EDT) &lt;br /&gt;
:For the name of the new game page I&#039;m using the name &#039;XCOM (2012)&#039;, although I&#039;m thinking now it would make more sense to call it &#039;EU (2012)&#039; and list it on the left pane as &#039;Enemy Unknown (2012). Then have all associated pages with the game have the suffix (EU2012) attached, like (EU), (TFTD) or (Apocalypse). There&#039;s still Marin&#039;s FPS shooter coming out next year, if it isn&#039;t cancelled so using XCOM as a suffix may be confusing later. [[User:Hobbes|Hobbes]] 08:01, 11 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found the XCOM (2012) template and added it to the main page (probably poorly, took a while to find).  Slowly starting to add information from the various videos, reviews, amd from the 2K forums.  Aside from the sticky at the top of the page, users  have started compiling confirmed information from screenshots shown in the videos here:  [http://forums.2kgames.com/showthread.php?135076-Info-gathered-from-videos &amp;quot;Info gathered from videos&amp;quot;]  ~[[User:Drakalu|Drakalu]] 16:00, 15 September 2012 (EDT)&lt;br /&gt;
:I&#039;ve just added Enemy Unknown (2012) to the sidebar. I&#039;m going to remove the table from the main page since it&#039;s too incomplete at the moment and we&#039;ll still need to discuss later what should be in there with the new game. [[User:Hobbes|Hobbes]] 14:14, 17 September 2012 (EDT)&lt;br /&gt;
:: Good call, Hobbes. Thanks for the contributions, Drakalu and Kokkan. [[User:Spike|Spike]] 15:27, 17 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|left|thumb|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]][[File:Blue badge XCOM EU.png|100px|left|thumb|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|left|thumb|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:X-COM_UFOpaedia_screen.jpg&amp;diff=37843</id>
		<title>File:X-COM UFOpaedia screen.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:X-COM_UFOpaedia_screen.jpg&amp;diff=37843"/>
		<updated>2012-10-04T17:46:31Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: Screen capture, from X-COM: UFO Defense (U.S.) version 1.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screen capture, from X-COM: UFO Defense (U.S.) version 1.4&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=37566</id>
		<title>Time Units</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=37566"/>
		<updated>2012-10-02T19:52:10Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Maximum Caps */  Hi HellBlade, did you mean something like this? Use a leading space on a line to force it to use simple formatting. Please revise as you wanted it to appear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Time Units==&lt;br /&gt;
Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers.&lt;br /&gt;
&lt;br /&gt;
A single [[Turn Order|game turn]] is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on a hard figure. [[User_talk:Danial#Turn_Length|Here&#039;s]] one example of a detailed estimate. Maybe it&#039;s a minute, maybe it&#039;s 5 seconds.&lt;br /&gt;
&lt;br /&gt;
In any case, a [[Turn Order|game turn]] is merely the duration in which actions are taken by each side.&lt;br /&gt;
&lt;br /&gt;
The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with &#039;&#039;[[User_talk:Danial#Speed|speed]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits always begin with a value from 50 to 60 time units. &lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
TU points are awarded (at end of mission) any time you perform at least one [[Experience#How_Experience_Points_Are_Applied|primary action]]. Just one action is enough - additional ones do not cause more TU points to be awarded.&lt;br /&gt;
&lt;br /&gt;
The possible points earned are dependent on your current TUs. At recruit minimum (50 TUs), an average of 2.2 points are earned. This slopes evenly down to where, at cap minus one (79), an average of 1.0 points are earned (range 0-2).&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
A soldier&#039;s TUs [[Experience#Regarding_Caps|caps]] at 80, but it is possible to &#039;overflow&#039; the cap by one point on the last combat when you go over the cap (in other words, 79 plus 2 gives you 81).&lt;br /&gt;
&lt;br /&gt;
On average, you have a 37.5% chance of getting capped at 81 and 62.5% of getting capped at 80.  The mathematics is as follows:&lt;br /&gt;
          25% 79   12.5% 80&lt;br /&gt;
 50% 78            12.5% 81&lt;br /&gt;
          25% 80&lt;br /&gt;
 &lt;br /&gt;
 50% 79   25% 80&lt;br /&gt;
          25% 81&lt;br /&gt;
&lt;br /&gt;
Older versions of X-COM did not have a cap and stats could reach 255 and then wrap back to 0. This could potentially cripple an otherwise good soldier.&lt;br /&gt;
&lt;br /&gt;
==Time Unit Expenditure==&lt;br /&gt;
Time Units are spent in two ways. In fixed amounts and in percentages.&lt;br /&gt;
&lt;br /&gt;
===Fixed Costs===&lt;br /&gt;
Actions such as walking, turning, moving inventory around, reloading weapons, and using the [[Medi-Kit|medkit]] all cost the same fixed amount of TUs for all soldiers. Soldiers with high TUs benefit the most from fixed TU actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|-{{StdDescTable_Heading}}&lt;br /&gt;
|+ &#039;&#039;&#039;Fixed Cost Actions&#039;&#039;&#039;&lt;br /&gt;
! Action&lt;br /&gt;
! Cost &lt;br /&gt;
|-&lt;br /&gt;
|Accessing Medikit Panel&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Turning in place 45 degrees&lt;br /&gt;
|1 &lt;br /&gt;
|-&lt;br /&gt;
|Turning during reaction fire&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Kneeling&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Standing after kneeling&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
| Unloading a weapon&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Changing elevation in a [[Flying Suit]] or grav lift&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Using a Medi-kit charge&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Reloading a weapon&lt;br /&gt;
|15 &lt;br /&gt;
|-&lt;br /&gt;
|Using a Psi Amp&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Walking&lt;br /&gt;
| Dependent on terrain, from 4 to 18TUs per square; diagonal movement costs 50% more. Refer to the [[Walking Costs (UFO)| walking cost table]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Moving items in the inventory&lt;br /&gt;
| Variable. Refer to the [[Inventory TU Table|inventory movement cost table]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Percentage Costs===&lt;br /&gt;
Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier&#039;s base Time Units to perform. This means that the soldier&#039;s base TUs has no bearing on how many times the action can be performed during any given turn. &lt;br /&gt;
&lt;br /&gt;
For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of his/her amount of TUs. Because of this, it&#039;s smart to put low-TU soldiers in long range fire support roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Costs are based on the &#039;&#039;maximum&#039;&#039; amount of your soldier&#039;s TUs, not the current amount. Therefore, percentage costs do not change as you use up TUs (or if you have more TUs than usual, due to going [[berserk]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Due to integer rounding, some TU values will allow certain weapons to be fired more than usual. For example, a soldier firing a heavy plasma with auto-fire (35% TUs) will get 3 rounds at some TU values but not others.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|-{{StdDescTable_Heading}}&lt;br /&gt;
|+ &#039;&#039;&#039;Percentage Cost Actions&#039;&#039;&#039;&lt;br /&gt;
! Action&lt;br /&gt;
! Cost &lt;br /&gt;
|-&lt;br /&gt;
| Firing any weapon &lt;br /&gt;
| Depending on weapon and firing mode from 18% up to 80% &lt;br /&gt;
|-&lt;br /&gt;
| Throwing&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| Using Motion Scanner&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| Using Stun Rod&lt;br /&gt;
| 30%&lt;br /&gt;
|-&lt;br /&gt;
| Using Mind Probe&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Priming an explosive&lt;br /&gt;
| 50% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance==&lt;br /&gt;
Encumbrance is the weighing down, or burdening, of a soldier. Any [[Item_Weight|weight]] over the soldier&#039;s [[strength]] stat will cause encumbrance. This lowers their available TUs, essentially slowing them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Encumbrance = Strength / Carried Weight&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;If Encumbrance &amp;gt;= 1 then&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
    Available TUs = Base TUs&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Else&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
    Available TUs = INT(Encumbrance x Base TUs)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; If Carried Weight = 0, then Carried Weight = 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A low-end Rookie with a base of 50 TUs, 20 strength, and carrying 80 weight units, will have an encumbrance of 25%, leaving him with a meager 12 TUs per turn. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Fatal Wounds==&lt;br /&gt;
Each [[Fatal Wounds|fatal wound]] to the left or right leg reduces the soldier&#039;s TUs by 10%.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
* Time Units heavily influences a unit&#039;s [[Reactions]].&lt;br /&gt;
* Closely associated with TUs is the [[Energy]] stat. &lt;br /&gt;
** A moving unit consumes both TUs and Stamina ([[Energy]]) points. How many energy points are consumed depends on the type of terrain the unit is walking on. More difficult terrain consumes more energy and time units. All other actions only consume TUs. The sole exception is that some aliens use [[Energy]] for turning around as well and can provoke reaction fire by just turning around while a soldier cannot.&lt;br /&gt;
** Energy recovery is calculated by taking your soldier&#039;s initial time units (the TUs they had as a new recruit) and dividing this by three. Drop the fraction. This will be the soldier&#039;s energy recovery rate throughout the campaign. For more details, see [[Energy]].&lt;br /&gt;
&lt;br /&gt;
==Time Unit Walking Usage Tables==&lt;br /&gt;
Refer to the [[Walking Costs (UFO)|Walking Costs]] table.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Inventory TU Table]]&lt;br /&gt;
*[[Item Weight]]&lt;br /&gt;
*[[Raw recruit statistical likelihood|Recruit statistics]]&lt;br /&gt;
*[[Walking Costs (UFO)| TU Cost table for walking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Technical_Details&amp;diff=37534</id>
		<title>Research Technical Details</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Technical_Details&amp;diff=37534"/>
		<updated>2012-10-02T14:04:53Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Total Research Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Time ==&lt;br /&gt;
For a basic version of this table, see [[Research Hours]].&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;  cellpadding=5&lt;br /&gt;
|- {{StdDescTable_Heading}} valign = &amp;quot;bottom&amp;quot;&lt;br /&gt;
! Min.&lt;br /&gt;
Days &lt;br /&gt;
! Known&lt;br /&gt;
At &lt;br /&gt;
! Ave. &lt;br /&gt;
Days &lt;br /&gt;
! Max.&lt;br /&gt;
Days&lt;br /&gt;
! &lt;br /&gt;
Research Project&lt;br /&gt;
! &lt;br /&gt;
Ave. &lt;br /&gt;
! &lt;br /&gt;
Good&lt;br /&gt;
! &lt;br /&gt;
Exc.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 34 || 50 || 75 || Laser Weapons || 4 || 7 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 67 || 100 || 150 || Laser Pistol || 8 || 14 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Entertainment || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Food || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Surgery || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Examination Room || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 114 || 170 || 255 || Live Terrorists (4 types) || 14 || 24 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Alien Corpses (11 types) || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Motion Scanner || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Personal Armor || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Stun Bomb || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 95 || 127 || 190 || 285 || Live Sectoid Commander || 16 || 27 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 128 || 192 || 288 &lt;br /&gt;
| Live Aliens (22 types) &lt;br /&gt;
| 16 || 27 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 134 || 200 || 300 || Alien Grenade || 16 || 28 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 103 || 137 || 205 || 308 || Power Suit || 17 || 29 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 140 || 210 || 315 || Medi-Kit || 17 || 30 || 55&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Alien Origins || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Blaster Bomb || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Laser Rifle || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 165 || 220 || 330 || 495 || Flying Suit || 27 || 47 || 86&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 240 || 360 || 540 || Mind Shield || 29 || 51 || 94&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Alien Alloys || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Heavy Plasma Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Plasma Pistol Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Plasma Rifle Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 210 || 280 || 420 || 630 || Laser Cannon || 34 || 59 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 210 || 280 || 420 || 630 || Psi-Lab || 34 || 59 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || Elerium-115 || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Construction || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Navigation || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Power Source || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 230 || 307 || 460 || 690 || Heavy Laser || 37 || 65 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 334 || 500 || 750 || Psi-Amp || 40 || 70 || 130&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 334 || 500 || 750 || The Martian Solution || 40 || 70 || 130&lt;br /&gt;
|-&lt;br /&gt;
| 255 || 340 || 510 || 765 || Laser Defenses || 41 || 72 || 133&lt;br /&gt;
|-&lt;br /&gt;
| 275 || 367 || 550 || 825 || Small Launcher || 44 || 77 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Cydonia or Bust || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Mind Probe || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || New Fighter Craft (Firestorm) || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Plasma Pistol || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 310 || 414 || 620 || 930 || Plasma Defenses || 50 || 87 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 330 || 440 || 660 || 990 || Plasma Beam || 53 || 93 || 172&lt;br /&gt;
|-&lt;br /&gt;
| 335 || 447 || 670 || 1005 || Hyper-Wave Decoder || 54 || 94 || 175&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 467 || 700 || 1050 || New Fighter-Transporter (Lightning) || 56 || 98 || 182&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 467 || 700 || 1050 || Plasma Rifle || 56 || 98 || 182&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 534 || 800 || 1200 || Fusion Defenses || 64 || 112 || 208&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 534 || 800 || 1200 || Heavy Plasma || 64 || 112 || 208&lt;br /&gt;
|-&lt;br /&gt;
| 440 || 587 || 880 || 1320 || Fusion Missile (Fusion Ball &amp;amp; Launcher) || 71 || 124 || 229&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 600 || 900 || 1350 || Blaster Launcher || 72 || 126 || 234&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 600 || 900 || 1350 || Ultimate Craft (Avenger) || 72 || 126 || 234&lt;br /&gt;
|-&lt;br /&gt;
| 465 || 620 || 930 || 1395 || Grav Shield || 75 || 131 || 242&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Minimum Days&#039;&#039;&#039; is the minimum number of scientist-days needed to research this project (50% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Known At&#039;&#039;&#039; is the point at which progress goes from Unknown to a progress rating (67% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Average Days&#039;&#039;&#039; is the average number of scientist-days needed for this project (from [[RESEARCH.DAT]]). &lt;br /&gt;
&#039;&#039;&#039;Maximum Days&#039;&#039;&#039; is the maximum number of scientist-days needed to research this project (150% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Ave&#039;&#039;&#039;rage, &#039;&#039;&#039;Good&#039;&#039;&#039;, and &#039;&#039;&#039;Exc&#039;&#039;&#039;ellent shows the &amp;lt;u&amp;gt;minimum&amp;lt;/u&amp;gt; number of scientists needed for this progress rating (see below).&lt;br /&gt;
&lt;br /&gt;
== Research Time Basics ==&lt;br /&gt;
&lt;br /&gt;
*The game starts with the average hours needed (from [[RESEARCH.DAT]]) and rolls to see how long a specific project will take (±50%). Laser Weapons take an average of 50 research days, but in practice can take from 25 to 75 days. The time it will take is determined when the project is started, and is stored in [[PROJECT.DAT]].&lt;br /&gt;
* Projects only progress and check completion &#039;&#039;&#039;at midnight&#039;&#039;&#039;, so what scientists are doing the rest of the day &amp;amp;ndash; traveling between bases, on different projects, or sitting in the coffee room unassigned &amp;amp;ndash; is irrelevant. All that matters is what (if any) projects they are on at midnight. This single check also means projects take a minimum of one day.&lt;br /&gt;
* Each midnight, the game subtracts the number of research days according to how many scientists you have assigned to that project; the project is done when the counter reaches zero. If a project will require 31 man days and you have 10 scientists assigned, it will take four days to complete (and you have wasted nine). You could assign a lot of scientists until you reach the point where it might be completed, and gradually taper them. But [[PROJECT.DAT|without cheating]], there&#039;s no way of telling just how long it will take.&lt;br /&gt;
* The efficiency increases as the number of scientists on a project decreases. If you run several projects in parallel, you&#039;ll waste fewer man days overall. In the extreme case, you&#039;d assign only one scientist on every project and would be sure that not a single man day will be lost, but it would take months or years to get anything done. You decide.&lt;br /&gt;
* Even if you do &amp;quot;waste&amp;quot; scientist-days on the last day of a project, you may well get the opportunity to regain much more time than was wasted, due to the [[Known Bugs#Research Rollover|Research Rollover bug]].&lt;br /&gt;
&lt;br /&gt;
==Research Progress==&lt;br /&gt;
&lt;br /&gt;
===Known versus Unknown Progress===&lt;br /&gt;
&lt;br /&gt;
The game stops showing progress as Unknown when you have completed two-thirds of the average time needed to complete a project. By itself, this doesn&#039;t tell you much.&lt;br /&gt;
&lt;br /&gt;
However, the roll for your project&#039;s actual time can be anywhere from 50% to 150% of the average, so if you roll less than 67% of the average time, the progress of your newly-created project becomes immediately known - and you know you just got a good roll. It happens a sixth of the time (50% to 67% is 1/6th of the 50% - 150% range). &lt;br /&gt;
*If your project is immediately known, it will take a mean of 58.33% of the average time to complete (7/12ths, halfway between 1/2 and 2/3rds).&lt;br /&gt;
*If it&#039;s Unknown, your roll is from 67% to 150% of the average, with a mean of 108.33% of the average (13/12ths, halfway between 8/12ths and 18/12ths).&lt;br /&gt;
Thus, a sixth of the time, it takes ~58% of the average research time to complete. The rest of the time, it takes ~108% of the average time. That&#039;s less than twice as long as initially-known projects, on average (13/7 = 1.86x). &lt;br /&gt;
&lt;br /&gt;
In a nutshell, Unknown projects take about as long as the Average. But a sixth of the time, you get a double-speed gift (a Known project).&lt;br /&gt;
&lt;br /&gt;
You can&#039;t cancel a research project at a given base, so the only way to exploit Knowns &amp;quot;honestly&amp;quot; would be to try the project at additional bases. However, it would be a hassle to set up labs at lots of bases, especially given the fact that it only takes 3+ [[Laboratory|Labs]] a few months to do most of the research (see Total Time, below). But if you want to be cheesy, you can save and reload if you get an Unknown.&lt;br /&gt;
&lt;br /&gt;
===Progress Ratings===&lt;br /&gt;
&lt;br /&gt;
Once your progress becomes known, ratings appear that correspond to a specific percent of the effort needed versus the average time for the project, as shown below. The &#039;&#039;minimum&#039;&#039; number of scientists needed for each rating is shown in the table above. The reciprocal of the percent shows how many days would be needed to complete the project with the minimum scientists for that rating, &amp;lt;u&amp;gt;on average&amp;lt;/u&amp;gt;. &amp;quot;Inefficiency&amp;quot; is the percent of scientists wasted, on average, at that rating. It equals half of the percent assigned (sometimes you might hit the nail on the head and not waste a single scientist day, other times you might barely miss the mark and waste almost all your people the last day... but on average, you waste half of what&#039;s assigned on the last day of the project).&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=5&lt;br /&gt;
| {{StdDescTable Heading}} | Progress&lt;br /&gt;
Rating &lt;br /&gt;
| {{StdDescTable Heading}} | Percent&lt;br /&gt;
Assigned&lt;br /&gt;
| {{StdDescTable Heading}} | Max.&lt;br /&gt;
Days&lt;br /&gt;
| {{StdDescTable Heading}} | Percent&lt;br /&gt;
Inefficiency&lt;br /&gt;
|-&lt;br /&gt;
|  Excellent || 26% || 3.85 || 13%&lt;br /&gt;
|-&lt;br /&gt;
|  Good || 14% || 7.14 || 7%&lt;br /&gt;
|-&lt;br /&gt;
|  Average || 8% || 12.50 || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Poor only needs a minimum of 1 scientist. If no scientists are assigned, progress will say None.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Insights into Research Progress===&lt;br /&gt;
&lt;br /&gt;
[[File:ResearchProgressRateVersusEfficiency.gif|250px|thumb|right|Scientists Assigned versus Time To Completion and Efficiency]]Although the research system allows for some insights, ultimately [[Talk:Research_Technical_Details#Addendum_on_Project_Timeline_Milestones|they&#039;re not very practical]]; you can&#039;t readily use them to become much more efficient. &lt;br /&gt;
*If you closely track scientist days, you can compute the maximum number of research days left. If the project approaches this max, you can use the info to avoid a lot of waste right toward the end. (If you know there&#039;s only 10 days left at most, don&#039;t keep 50 assigned.) However, you&#039;d have to track every project even though it&#039;d only wind up being useful for the small number that last real long.&lt;br /&gt;
Perhaps, then, the only real insights are simple and fairly obvious:&lt;br /&gt;
*Know what you&#039;re doing if you assign a high number of scientists (more than minimum needed for Excellent). You might want to track projects if they are important, and are using a large percent of your scientists. &lt;br /&gt;
*Initially-known projects only need about half the average time; progress ratings under-estimate by 2. (Assigning the minimum for Average progress to an initially-known project gives it about 16% of effort, not 8%.)&lt;br /&gt;
*Just be aware, in general, of the relationship between Progress Rating and efficiency of scientist use (see inset). Average or Good progress is also a good balance between time needed and efficiency. &lt;br /&gt;
**Poor progress can drastically increase the time needed, for only tiny efficiency gains. &lt;br /&gt;
**With Excellent progress, you might not finish it any faster no matter how many scientists you pile on - but you will become more and more inefficient.&lt;br /&gt;
&lt;br /&gt;
== Total Research Time ==&lt;br /&gt;
&lt;br /&gt;
The total average time needed to complete all research topics is 27,713 days. This includes the 576 to research [[Research_Basics#The_Minimum_Three|The Minimum Three]], plus 6,498 to add every alien [[Live_Alien_Research#Alien_Species|species]], [[Live_Alien_Research#Alien_Ships|ship type]], and [[Live_Alien_Research#Alien_Missions|mission type]] entry to the [[UFOpaedia]] (a [[Live_Alien_Research#Minimum_Alien_Research|minimum of 35 aliens]], dead or alive).&lt;br /&gt;
&lt;br /&gt;
The 82 projects have an average length of 338 days. There are 51 unique projects; ones that need repeating are for terrorists (4), corpses (11), and live aliens (19, not counting the Sectoid Commander, which is its own unique project).&lt;br /&gt;
*It&#039;s easy to have excess aliens in [[Alien Containment]] that will not result in any new findings. As long as you haven&#039;t finished &#039;&#039;all&#039;&#039; topics they can contribute to, you will capture them. They will then still appear as something for you to research - but there will be no result. Excess aliens like these have not been included in this total.&lt;br /&gt;
*There is a least one topic that can be hacked to be made available, but only normal topics are included in the total here.&lt;br /&gt;
*This total is only a total of the &#039;&#039;average&#039;&#039; project time. Actual time will vary.&lt;br /&gt;
&lt;br /&gt;
In terms of game time to research all topics:&lt;br /&gt;
{| {{StdCenterTable}}  cellpadding=10&lt;br /&gt;
|- {{StdDescTable_Heading}} valign = &amp;quot;bottom&amp;quot;&lt;br /&gt;
! Scientists || 1 || 50 || 100 || 150 || 200 || 250 || 300 || 350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Days || 27713 || 554 || 277 || 185 || 139 || 111 || 92.4 || 79.2 || 69.3 || 61.6 || 55.4&lt;br /&gt;
|-&lt;br /&gt;
| Months || 909 || 18.2 || 9.09 || 6.06 || 4.54 || 3.63 || 3.03 || 2.60 || 2.27 || 2.02 || 1.82&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Months&amp;quot; are defined here as 30.5 days long&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because only a fraction of research topics are critical, and because it takes a while to be able to support multiple labs, most players only make 3 or 4 labs. If you&#039;re thinking of having lots of labs:&lt;br /&gt;
*Be aware of the [[Known_Bugs#Overcrowded_Engineers_And_Scientists|256-scientist problem]]. If you don&#039;t want to deal with it, the practical limit for scientists is 250 (per base).&lt;br /&gt;
*Going from 4 labs to 5 labs only saves you about a month — which is about how long it takes to set up the lab!&lt;br /&gt;
*If you want to use the [[Known_Bugs#Research_Rollover|Research Rollover bug/exploit]], you might need considerably less scientists. A high number of scientists can make quick work of a lot of research, particularly all the [[Live_Alien_Research#Minimum_Alien_Research|live (and dead) alien research]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Technical_Details&amp;diff=37495</id>
		<title>Research Technical Details</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Technical_Details&amp;diff=37495"/>
		<updated>2012-10-01T23:46:00Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Total Research Time */  Revision. The old concept of &amp;quot;truncated research&amp;quot; and its efficiency doesn&amp;#039;t seem to hold water any more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Time ==&lt;br /&gt;
For a basic version of this table, see [[Research Hours]].&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;  cellpadding=5&lt;br /&gt;
|- {{StdDescTable_Heading}} valign = &amp;quot;bottom&amp;quot;&lt;br /&gt;
! Min.&lt;br /&gt;
Days &lt;br /&gt;
! Known&lt;br /&gt;
At &lt;br /&gt;
! Ave. &lt;br /&gt;
Days &lt;br /&gt;
! Max.&lt;br /&gt;
Days&lt;br /&gt;
! &lt;br /&gt;
Research Project&lt;br /&gt;
! &lt;br /&gt;
Ave. &lt;br /&gt;
! &lt;br /&gt;
Good&lt;br /&gt;
! &lt;br /&gt;
Exc.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 34 || 50 || 75 || Laser Weapons || 4 || 7 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 67 || 100 || 150 || Laser Pistol || 8 || 14 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Entertainment || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Food || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Surgery || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Examination Room || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 114 || 170 || 255 || Live Terrorists (4 types) || 14 || 24 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Alien Corpses (11 types) || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Motion Scanner || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Personal Armor || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Stun Bomb || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 95 || 127 || 190 || 285 || Live Sectoid Commander || 16 || 27 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 128 || 192 || 288 &lt;br /&gt;
| Live Aliens (22 types) &lt;br /&gt;
| 16 || 27 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 134 || 200 || 300 || Alien Grenade || 16 || 28 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 103 || 137 || 205 || 308 || Power Suit || 17 || 29 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 140 || 210 || 315 || Medi-Kit || 17 || 30 || 55&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Alien Origins || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Blaster Bomb || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Laser Rifle || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 165 || 220 || 330 || 495 || Flying Suit || 27 || 47 || 86&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 240 || 360 || 540 || Mind Shield || 29 || 51 || 94&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Alien Alloys || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Heavy Plasma Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Plasma Pistol Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Plasma Rifle Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 210 || 280 || 420 || 630 || Laser Cannon || 34 || 59 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 210 || 280 || 420 || 630 || Psi-Lab || 34 || 59 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || Elerium-115 || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Construction || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Navigation || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Power Source || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 230 || 307 || 460 || 690 || Heavy Laser || 37 || 65 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 334 || 500 || 750 || Psi-Amp || 40 || 70 || 130&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 334 || 500 || 750 || The Martian Solution || 40 || 70 || 130&lt;br /&gt;
|-&lt;br /&gt;
| 255 || 340 || 510 || 765 || Laser Defenses || 41 || 72 || 133&lt;br /&gt;
|-&lt;br /&gt;
| 275 || 367 || 550 || 825 || Small Launcher || 44 || 77 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Cydonia or Bust || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Mind Probe || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || New Fighter Craft (Firestorm) || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Plasma Pistol || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 310 || 414 || 620 || 930 || Plasma Defenses || 50 || 87 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 330 || 440 || 660 || 990 || Plasma Beam || 53 || 93 || 172&lt;br /&gt;
|-&lt;br /&gt;
| 335 || 447 || 670 || 1005 || Hyper-Wave Decoder || 54 || 94 || 175&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 467 || 700 || 1050 || New Fighter-Transporter (Lightning) || 56 || 98 || 182&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 467 || 700 || 1050 || Plasma Rifle || 56 || 98 || 182&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 534 || 800 || 1200 || Fusion Defenses || 64 || 112 || 208&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 534 || 800 || 1200 || Heavy Plasma || 64 || 112 || 208&lt;br /&gt;
|-&lt;br /&gt;
| 440 || 587 || 880 || 1320 || Fusion Missile (Fusion Ball &amp;amp; Launcher) || 71 || 124 || 229&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 600 || 900 || 1350 || Blaster Launcher || 72 || 126 || 234&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 600 || 900 || 1350 || Ultimate Craft (Avenger) || 72 || 126 || 234&lt;br /&gt;
|-&lt;br /&gt;
| 465 || 620 || 930 || 1395 || Grav Shield || 75 || 131 || 242&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Minimum Days&#039;&#039;&#039; is the minimum number of scientist-days needed to research this project (50% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Known At&#039;&#039;&#039; is the point at which progress goes from Unknown to a progress rating (67% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Average Days&#039;&#039;&#039; is the average number of scientist-days needed for this project (from [[RESEARCH.DAT]]). &lt;br /&gt;
&#039;&#039;&#039;Maximum Days&#039;&#039;&#039; is the maximum number of scientist-days needed to research this project (150% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Ave&#039;&#039;&#039;rage, &#039;&#039;&#039;Good&#039;&#039;&#039;, and &#039;&#039;&#039;Exc&#039;&#039;&#039;ellent shows the &amp;lt;u&amp;gt;minimum&amp;lt;/u&amp;gt; number of scientists needed for this progress rating (see below).&lt;br /&gt;
&lt;br /&gt;
== Research Time Basics ==&lt;br /&gt;
&lt;br /&gt;
*The game starts with the average hours needed (from [[RESEARCH.DAT]]) and rolls to see how long a specific project will take (±50%). Laser Weapons take an average of 50 research days, but in practice can take from 25 to 75 days. The time it will take is determined when the project is started, and is stored in [[PROJECT.DAT]].&lt;br /&gt;
* Projects only progress and check completion &#039;&#039;&#039;at midnight&#039;&#039;&#039;, so what scientists are doing the rest of the day &amp;amp;ndash; traveling between bases, on different projects, or sitting in the coffee room unassigned &amp;amp;ndash; is irrelevant. All that matters is what (if any) projects they are on at midnight. This single check also means projects take a minimum of one day.&lt;br /&gt;
* Each midnight, the game subtracts the number of research days according to how many scientists you have assigned to that project; the project is done when the counter reaches zero. If a project will require 31 man days and you have 10 scientists assigned, it will take four days to complete (and you have wasted nine). You could assign a lot of scientists until you reach the point where it might be completed, and gradually taper them. But [[PROJECT.DAT|without cheating]], there&#039;s no way of telling just how long it will take.&lt;br /&gt;
* The efficiency increases as the number of scientists on a project decreases. If you run several projects in parallel, you&#039;ll waste fewer man days overall. In the extreme case, you&#039;d assign only one scientist on every project and would be sure that not a single man day will be lost, but it would take months or years to get anything done. You decide.&lt;br /&gt;
* Even if you do &amp;quot;waste&amp;quot; scientist-days on the last day of a project, you may well get the opportunity to regain much more time than was wasted, due to the [[Known Bugs#Research Rollover|Research Rollover bug]].&lt;br /&gt;
&lt;br /&gt;
==Research Progress==&lt;br /&gt;
&lt;br /&gt;
===Known versus Unknown Progress===&lt;br /&gt;
&lt;br /&gt;
The game stops showing progress as Unknown when you have completed two-thirds of the average time needed to complete a project. By itself, this doesn&#039;t tell you much.&lt;br /&gt;
&lt;br /&gt;
However, the roll for your project&#039;s actual time can be anywhere from 50% to 150% of the average, so if you roll less than 67% of the average time, the progress of your newly-created project becomes immediately known - and you know you just got a good roll. It happens a sixth of the time (50% to 67% is 1/6th of the 50% - 150% range). &lt;br /&gt;
*If your project is immediately known, it will take a mean of 58.33% of the average time to complete (7/12ths, halfway between 1/2 and 2/3rds).&lt;br /&gt;
*If it&#039;s Unknown, your roll is from 67% to 150% of the average, with a mean of 108.33% of the average (13/12ths, halfway between 8/12ths and 18/12ths).&lt;br /&gt;
Thus, a sixth of the time, it takes ~58% of the average research time to complete. The rest of the time, it takes ~108% of the average time. That&#039;s less than twice as long as initially-known projects, on average (13/7 = 1.86x). &lt;br /&gt;
&lt;br /&gt;
In a nutshell, Unknown projects take about as long as the Average. But a sixth of the time, you get a double-speed gift (a Known project).&lt;br /&gt;
&lt;br /&gt;
You can&#039;t cancel a research project at a given base, so the only way to exploit Knowns &amp;quot;honestly&amp;quot; would be to try the project at additional bases. However, it would be a hassle to set up labs at lots of bases, especially given the fact that it only takes 3+ [[Laboratory|Labs]] a few months to do most of the research (see Total Time, below). But if you want to be cheesy, you can save and reload if you get an Unknown.&lt;br /&gt;
&lt;br /&gt;
===Progress Ratings===&lt;br /&gt;
&lt;br /&gt;
Once your progress becomes known, ratings appear that correspond to a specific percent of the effort needed versus the average time for the project, as shown below. The &#039;&#039;minimum&#039;&#039; number of scientists needed for each rating is shown in the table above. The reciprocal of the percent shows how many days would be needed to complete the project with the minimum scientists for that rating, &amp;lt;u&amp;gt;on average&amp;lt;/u&amp;gt;. &amp;quot;Inefficiency&amp;quot; is the percent of scientists wasted, on average, at that rating. It equals half of the percent assigned (sometimes you might hit the nail on the head and not waste a single scientist day, other times you might barely miss the mark and waste almost all your people the last day... but on average, you waste half of what&#039;s assigned on the last day of the project).&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=5&lt;br /&gt;
| {{StdDescTable Heading}} | Progress&lt;br /&gt;
Rating &lt;br /&gt;
| {{StdDescTable Heading}} | Percent&lt;br /&gt;
Assigned&lt;br /&gt;
| {{StdDescTable Heading}} | Max.&lt;br /&gt;
Days&lt;br /&gt;
| {{StdDescTable Heading}} | Percent&lt;br /&gt;
Inefficiency&lt;br /&gt;
|-&lt;br /&gt;
|  Excellent || 26% || 3.85 || 13%&lt;br /&gt;
|-&lt;br /&gt;
|  Good || 14% || 7.14 || 7%&lt;br /&gt;
|-&lt;br /&gt;
|  Average || 8% || 12.50 || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Poor only needs a minimum of 1 scientist. If no scientists are assigned, progress will say None.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Insights into Research Progress===&lt;br /&gt;
&lt;br /&gt;
[[File:ResearchProgressRateVersusEfficiency.gif|250px|thumb|right|Scientists Assigned versus Time To Completion and Efficiency]]Although the research system allows for some insights, ultimately [[Talk:Research_Technical_Details#Addendum_on_Project_Timeline_Milestones|they&#039;re not very practical]]; you can&#039;t readily use them to become much more efficient. &lt;br /&gt;
*If you closely track scientist days, you can compute the maximum number of research days left. If the project approaches this max, you can use the info to avoid a lot of waste right toward the end. (If you know there&#039;s only 10 days left at most, don&#039;t keep 50 assigned.) However, you&#039;d have to track every project even though it&#039;d only wind up being useful for the small number that last real long.&lt;br /&gt;
Perhaps, then, the only real insights are simple and fairly obvious:&lt;br /&gt;
*Know what you&#039;re doing if you assign a high number of scientists (more than minimum needed for Excellent). You might want to track projects if they are important, and are using a large percent of your scientists. &lt;br /&gt;
*Initially-known projects only need about half the average time; progress ratings under-estimate by 2. (Assigning the minimum for Average progress to an initially-known project gives it about 16% of effort, not 8%.)&lt;br /&gt;
*Just be aware, in general, of the relationship between Progress Rating and efficiency of scientist use (see inset). Average or Good progress is also a good balance between time needed and efficiency. &lt;br /&gt;
**Poor progress can drastically increase the time needed, for only tiny efficiency gains. &lt;br /&gt;
**With Excellent progress, you might not finish it any faster no matter how many scientists you pile on - but you will become more and more inefficient.&lt;br /&gt;
&lt;br /&gt;
== Total Research Time ==&lt;br /&gt;
&lt;br /&gt;
The total average time needed to complete all research topics is 27,713 days. This includes the 576 to research [[Research_Basics#The_Minimum_Three|The Minimum Three]], plus 6,498 to add every alien [[Live_Alien_Research#Alien_Species|species]], [[Live_Alien_Research#Alien_Ships|ship type]], and [[Live_Alien_Research#Alien_Missions|mission type]] entry to the [[UFOpaedia]] (a [[Live_Alien_Research#Minimum_Alien_Research|minimum of 35 aliens]], dead or alive).&lt;br /&gt;
&lt;br /&gt;
The 82 projects have an average length of 338 days. There are 51 unique projects; ones that need repeating are for terrorists (4), corpses (11), and live aliens (19, not counting the Sectoid Commander, which is its own unique project).&lt;br /&gt;
*It&#039;s easy to have excess aliens in [[Alien Containment]] that will not result in any new findings. As long as you haven&#039;t finished &#039;&#039;all&#039;&#039; topics they can contribute to, you will capture them. They will then still appear as something for you to research - but there will be no result. Excess aliens like these have not been included in this total.&lt;br /&gt;
*There is a least one topic that can be hacked to be made available, but only normal topics are included in the total here.&lt;br /&gt;
*This total is only a total of the &#039;&#039;average&#039;&#039; project time. Actual time will vary.&lt;br /&gt;
&lt;br /&gt;
In terms of game time to research all topics:&lt;br /&gt;
{| {{StdCenterTable}}  cellpadding=10&lt;br /&gt;
|- {{StdDescTable_Heading}} valign = &amp;quot;bottom&amp;quot;&lt;br /&gt;
! Scientists || 1 || 50 || 100 || 150 || 200 || 250 || 300 || 350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Days || 27713 || 554 || 277 || 185 || 139 || 111 || 92.4 || 79.2 || 69.3 || 61.6 || 55.4&lt;br /&gt;
|-&lt;br /&gt;
| Months || 909 || 18.2 || 9.09 || 6.06 || 4.54 || 3.63 || 3.03 || 2.60 || 2.27 || 2.02 || 1.82&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Months&amp;quot; are defined here as 30.5 days long&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Because only a fraction of research topics are critical, and because it takes a while to be able to support multiple labs, most players only make 3 or 4 labs. If you&#039;re thinking of having lots of labs:&lt;br /&gt;
*Be aware of the [[Known_Bugs#Overcrowded_Engineers_And_Scientists|256-scientist problem]]. If you don&#039;t want to deal with it, the practical limit for scientists is 250 (per base).&lt;br /&gt;
*Going from 4 labs to 5 labs only saves you about a month — which is about how long it takes to set up the lab!&lt;br /&gt;
*If you want to use the [[Known_Bugs#Research_Rollover|Research Rollover bug/exploit]], you might need considerably less scientists. Or more precisely, a lot of scientists for a short time can make quick work of a lot of research, particularly all the [[Live_Alien_Research#Minimum_Alien_Research|live (and dead) alien research]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Live_Alien_Research&amp;diff=37217</id>
		<title>Live Alien Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Live_Alien_Research&amp;diff=37217"/>
		<updated>2012-09-26T18:59:47Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Alien Species */  Added this in preparation for revising Total Research Time. also see  StratCore thread 9994&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Researching live aliens will provide a variety of information.  The type of information revealed is usually dependent on the alien&#039;s rank (or type).  &lt;br /&gt;
&lt;br /&gt;
Here is an overview of the research each alien type can produce:&lt;br /&gt;
&lt;br /&gt;
*Any Live Alien: [[Alien Research#Alien Origins|Alien Origins]] and information on its own species&lt;br /&gt;
*Alien [[Soldier (Alien Rank)|Soldier]] or [[Terrorist (Alien Rank)|Terrorist]]: Nothing, beyond information on its own species&lt;br /&gt;
*Alien [[Medic (Alien Rank)|Medic]]: information on other [[#Alien species|alien species]]&lt;br /&gt;
*Alien [[Navigator (Alien Rank)|Navigator]]: [[#Alien missions|Alien missions]] and [[Hyper-wave Decoder]]&lt;br /&gt;
*Alien [[Engineer (Alien Rank)|Engineer]]: [[#Alien ships|Alien ships]]&lt;br /&gt;
*Alien [[Leader (Alien Rank)|Leader]] (or Commander): [[The Martian Solution]]&lt;br /&gt;
*Alien [[Commander (Alien Rank)|Commander]]: [[Cydonia or Bust]]&lt;br /&gt;
*Sectoid Leader or Commander, or any Ethereal: [[Psionic Laboratory]]&lt;br /&gt;
&lt;br /&gt;
Researching a live alien will produce a &amp;quot;live alien&amp;quot; entry and can sometimes produce other [[UFOpaedia]] entries or even unlock new research topics, as detailed above.  The first live alien of any type you study will unlock the [[Alien Research#Alien Origins|Alien Origins]] topic.  Researching an alien will often produce no new UFOpaedia entries, if everything that could be learned from that alien type has already been discovered.&lt;br /&gt;
&lt;br /&gt;
Most of the UFOpaedia entries generated by studying live aliens are of no intrinsic value, although sometimes they will provide insight into in-game alien behavior or characteristics.  Sometimes the information provided is misleading.  If nothing else, though, they are fun to read.&lt;br /&gt;
&lt;br /&gt;
Each [[#Alien species|alien species]] (including autopsies), [[#Alien missions|alien mission]], or [[#Alien ships|alien ship]] entry added to the UFOpaedia will earn the player 50 points.&lt;br /&gt;
&lt;br /&gt;
=== Alien Types ===&lt;br /&gt;
&lt;br /&gt;
There are 29 different alien race/rank combos in the game: &lt;br /&gt;
&lt;br /&gt;
*Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Snakeman Soldier, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Ethereal Soldier, Leader, or Commander&lt;br /&gt;
*Muton Soldier, Navigator, or Engineer&lt;br /&gt;
*Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Celatid Terrorist&lt;br /&gt;
*Silacoid Terrorist&lt;br /&gt;
*Chryssalid Terrorist&lt;br /&gt;
*Reaper Terrorist&lt;br /&gt;
*Sectopod Terrorist&lt;br /&gt;
*Cyberdisc Terrorist&lt;br /&gt;
&lt;br /&gt;
One does not need to capture all of the alien-rank combinations to produce every possible UFOpaedia entry in the game.  Enough Medics, Navigators, and Engineers of any sort will eventually fill out your UFOpaedia completely (although you must study at least one Leader and Commander, as [[#The Minimum Three|detailed above]]).&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
These UFOpaedia entries will be generated by researching alien Navigators.  Captured Navigators may give information on mission types other than the type they were engaged in when captured.&lt;br /&gt;
&lt;br /&gt;
*[[Alien Missions#Alien Research|Alien Research]]&lt;br /&gt;
*[[Alien Missions#Alien Harvest|Alien Harvest]]&lt;br /&gt;
*[[Alien Missions#Alien Abduction|Alien Abduction]]&lt;br /&gt;
*[[Alien Missions#Alien Infiltration|Alien Infiltration]]&lt;br /&gt;
*[[Alien Missions#Alien Base|Alien Base]]&lt;br /&gt;
*[[Alien Missions#Alien Terror|Alien Terror]]&lt;br /&gt;
*[[Alien Missions#Alien Retaliation|Alien Retaliation]]&lt;br /&gt;
*[[Alien Missions#Alien Supply|Alien Supply]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Ships ===&lt;br /&gt;
&lt;br /&gt;
These UFOpaedia entries will be generated by researching alien Engineers.  They do not unlock any technologies, but they do give detailed information about the performance characteristics of each ship, which can help players tailor their [[UFO_Interception|interception]] strategies.  Captured Engineers may give information on ship types other than the type they were found on.&lt;br /&gt;
&lt;br /&gt;
*[[Small Scout]]&lt;br /&gt;
*[[Medium Scout]]&lt;br /&gt;
*[[Large Scout]]&lt;br /&gt;
*[[Abductor]]&lt;br /&gt;
*[[Harvester]]&lt;br /&gt;
*[[Supply ship|Supply Ship]]&lt;br /&gt;
*[[Terror ship|Terror Ship]]&lt;br /&gt;
*[[Battleship]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Species ===&lt;br /&gt;
&lt;br /&gt;
Studying any captive alien will produce a &amp;quot;live alien&amp;quot; [[UFOpaedia]] entry on that species, unless that entry already exists.  Researching an alien corpse will produce an &amp;quot;Alien Autopsy&amp;quot; UFOpaedia entry on its species.  &lt;br /&gt;
&lt;br /&gt;
Researching alien Medics can produce &amp;quot;live alien&amp;quot; and Autopsy entries on species other than their own.  (However, if the entry on live [[Ethereal]]s is produced in this manner it will not unlock the [[Psionic Laboratory]] research topic -- you must still study a psionic alien directly.)&lt;br /&gt;
&lt;br /&gt;
There are 11 different alien species in the game, and 11 different Live and Autopsy entries can be generated.  (Zombies can be thought of as a 12th alien species, although neither a corpse nor live specimen can ever be collected, and a UFOpaedia entry can never be generated on them.)&lt;br /&gt;
&lt;br /&gt;
The two robotic units (Sectopods and Cyberdiscs) cannot be captured alive or studied directly; there isn&#039;t even a [[RESEARCH.DAT]] entry for them.  To generate a live alien UFOpaedia entry on them, you must research alien Medics of any other species.&lt;br /&gt;
&lt;br /&gt;
*[[Sectoid]]&lt;br /&gt;
*[[Snakeman]]&lt;br /&gt;
*[[Ethereal]]&lt;br /&gt;
*[[Muton]]&lt;br /&gt;
*[[Floater]]&lt;br /&gt;
*[[Celatid]]&lt;br /&gt;
*[[Silacoid]]&lt;br /&gt;
*[[Chryssalid]]&lt;br /&gt;
*[[Reaper]]&lt;br /&gt;
*[[Sectopod]]&lt;br /&gt;
*[[Cyberdisc]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Alien Research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section applies to research on aliens themselves (dead or alive), not alien equipment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As shown above, some aliens can divulge more than one research project. What&#039;s the most efficient way to research them, if one wants to [[Research_Technical_Details#Total_Research_Time|complete all research]]? Opportunities and concerns for efficiency are:&lt;br /&gt;
*Species research on some races can be gotten while researching specific ranks&lt;br /&gt;
*Live terrorists (4 x [[Research_Technical_Details#Research_Time|170 average research days]]) and all corpses (11 x 180) need less time when directly researched, compared to research via medics (192 hours each)&lt;br /&gt;
*Your first Navigator will reveal the [[Hyper-wave Decoder]] in addition to an alien mission, but you have to specifically research a leader (LDR) or commander (CDR), and then a CDR, to get the two core strategic missions. Since Ethereals don&#039;t have any ranks besides LDR and CDR (and soldier), one of the LDR/CDRs should be Ethereal. For maximal efficiency, the other can be a Sectoid CDR (190 hours). Either way, the first reveals the [[Psionic Laboratory]].&lt;br /&gt;
&lt;br /&gt;
To make a long story short, the minimal alien research is:&lt;br /&gt;
*4 live terrorists (x170=680)&lt;br /&gt;
*11 alien corpses (x180=1980)&lt;br /&gt;
*8 navigators for Missions* (x192=1536)&lt;br /&gt;
*8 engineers for Ships* (x192=1536)&lt;br /&gt;
*2 CDRs or 1 LDR and 1 CDR, where one is Ethereal and the other a Sectoid CDR (192+190=382)&lt;br /&gt;
*2 medics, &#039;&#039;&#039;only after all 11 corpses and the 9 other live aliens are done&#039;&#039;&#039;, leaving only the live Sectopod and Cyberdisc (x192=384)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Navigators and engineers should be picked to get Floaters, Mutons, and Snakemen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s 4 terrorists, 11 corpses, and &#039;&#039;&#039;20&#039;&#039;&#039; aliens for a total of 6498 research days, on average. That&#039;s about a fourth of all research in total.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT&amp;diff=37214</id>
		<title>RESEARCH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT&amp;diff=37214"/>
		<updated>2012-09-26T18:10:47Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
RESEARCH.DAT contains information about all the different research projects available,&lt;br /&gt;
including total time the research requires and the number of points awarded upon completion.&lt;br /&gt;
It consists of 96 records, each 22 bytes long, in the following sequence:&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title               &lt;br /&gt;
|-&lt;br /&gt;
|1   ||Laser Weapons        &lt;br /&gt;
|-&lt;br /&gt;
|2   ||Motion Scanner       &lt;br /&gt;
|-&lt;br /&gt;
|3   ||Medi-Kit             &lt;br /&gt;
|-&lt;br /&gt;
|4   ||Psi-Amp              &lt;br /&gt;
|-&lt;br /&gt;
|5   ||Heavy Plasma         &lt;br /&gt;
|-&lt;br /&gt;
|6   ||Heavy Plasma Clip    &lt;br /&gt;
|-&lt;br /&gt;
|7   ||Plasma Rifle         &lt;br /&gt;
|-&lt;br /&gt;
|8   ||Plasma Rifle Clip    &lt;br /&gt;
|-&lt;br /&gt;
|9   ||Plasma Pistol        &lt;br /&gt;
|-&lt;br /&gt;
|10  ||Plasma Pistol Clip   &lt;br /&gt;
|-&lt;br /&gt;
|11  ||Blaster Launcher     &lt;br /&gt;
|-&lt;br /&gt;
|12  ||Blaster Bomb         &lt;br /&gt;
|-&lt;br /&gt;
|13  ||Small Launcher       &lt;br /&gt;
|-&lt;br /&gt;
|14  ||Stun Bomb            &lt;br /&gt;
|-&lt;br /&gt;
|15  ||Alien Grenade        &lt;br /&gt;
|-&lt;br /&gt;
|16  ||Elerium-115          &lt;br /&gt;
|-&lt;br /&gt;
|17  ||Mind Probe           &lt;br /&gt;
|-&lt;br /&gt;
|18  ||UFO Power Source     &lt;br /&gt;
|-&lt;br /&gt;
|19  ||UFO Navigation       &lt;br /&gt;
|-&lt;br /&gt;
|20  ||UFO Construction     &lt;br /&gt;
|-&lt;br /&gt;
|21  ||Alien Food           &lt;br /&gt;
|-&lt;br /&gt;
|22  ||Alien Reproduction   &lt;br /&gt;
|-&lt;br /&gt;
|23  ||Alien Entertainment  &lt;br /&gt;
|-&lt;br /&gt;
|24  ||Alien Surgery        &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! # !! Title                     &lt;br /&gt;
|-&lt;br /&gt;
|25  ||Examination Room           &lt;br /&gt;
|-&lt;br /&gt;
|26  ||Alien Alloys               &lt;br /&gt;
|-&lt;br /&gt;
|27  ||New Fighter                &lt;br /&gt;
|-&lt;br /&gt;
|28  ||New Fighter-Transporter    &lt;br /&gt;
|-&lt;br /&gt;
|29  ||Ultimate Craft             &lt;br /&gt;
|-&lt;br /&gt;
|30  ||Laser Pistol               &lt;br /&gt;
|-&lt;br /&gt;
|31  ||Laser Rifle                &lt;br /&gt;
|-&lt;br /&gt;
|32  ||Heavy Laser                &lt;br /&gt;
|-&lt;br /&gt;
|33  ||Laser Cannon               &lt;br /&gt;
|-&lt;br /&gt;
|34  ||Plasma Cannon              &lt;br /&gt;
|-&lt;br /&gt;
|35  ||Fusion Missile             &lt;br /&gt;
|-&lt;br /&gt;
|36  ||Laser Defense              &lt;br /&gt;
|-&lt;br /&gt;
|37  ||Plasma Defense             &lt;br /&gt;
|-&lt;br /&gt;
|38  ||Fusion Defense             &lt;br /&gt;
|-&lt;br /&gt;
|39  ||Grav Shield                &lt;br /&gt;
|-&lt;br /&gt;
|40  ||Mind Shield                &lt;br /&gt;
|-&lt;br /&gt;
|41  ||Psionic Laboratory         &lt;br /&gt;
|-&lt;br /&gt;
|42  ||Hyper-Wave Decoder         &lt;br /&gt;
|-&lt;br /&gt;
|43  ||(N/A) Tank/Laser Cannon*   &lt;br /&gt;
|-&lt;br /&gt;
|44  ||(N/A) Plasma Hovertank*    &lt;br /&gt;
|-&lt;br /&gt;
|45  ||(N/A) Launcher Hovertank*  &lt;br /&gt;
|-&lt;br /&gt;
|46  ||Sectoid Corpse             &lt;br /&gt;
|-&lt;br /&gt;
|47  ||Snakeman Corpse            &lt;br /&gt;
|-&lt;br /&gt;
|48  ||Ethereal Corpse            &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title                   &lt;br /&gt;
|-&lt;br /&gt;
|49  ||Muton Corpse             &lt;br /&gt;
|-&lt;br /&gt;
|50  ||Floater Corpse           &lt;br /&gt;
|-&lt;br /&gt;
|51  ||Celatid Corpse           &lt;br /&gt;
|-&lt;br /&gt;
|52  ||Silacoid Corpse          &lt;br /&gt;
|-&lt;br /&gt;
|53  ||Chryssalid Corpse        &lt;br /&gt;
|-&lt;br /&gt;
|54  ||Reaper Corpse            &lt;br /&gt;
|-&lt;br /&gt;
|55  ||Sectopod Corpse          &lt;br /&gt;
|-&lt;br /&gt;
|56  ||Cyberdisc Corpse         &lt;br /&gt;
|-&lt;br /&gt;
|57  ||Alien Origins            &lt;br /&gt;
|-&lt;br /&gt;
|58  ||The Martian Solution     &lt;br /&gt;
|-&lt;br /&gt;
|59  ||Cydonia or Bust          &lt;br /&gt;
|-&lt;br /&gt;
|60  ||Personal Armor           &lt;br /&gt;
|-&lt;br /&gt;
|61  ||Power Suit               &lt;br /&gt;
|-&lt;br /&gt;
|62  ||Flying Suit              &lt;br /&gt;
|-&lt;br /&gt;
|63  ||Live Sectoid Commander   &lt;br /&gt;
|-&lt;br /&gt;
|64  ||Live Sectoid Leader      &lt;br /&gt;
|-&lt;br /&gt;
|65  ||Live Sectoid Engineer    &lt;br /&gt;
|-&lt;br /&gt;
|66  ||Live Sectoid Medic       &lt;br /&gt;
|-&lt;br /&gt;
|67  ||Live Sectoid Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|68  ||Live Sectoid Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|69  ||Live Snakeman Commander  &lt;br /&gt;
|-&lt;br /&gt;
|70  ||Live Snakeman Leader     &lt;br /&gt;
|-&lt;br /&gt;
|71  ||Live Snakeman Engineer   &lt;br /&gt;
|-&lt;br /&gt;
|72  ||Live Snakeman Medic      &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| {{StdDescTable}} cellspacing=&amp;quot;2&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! #  !! Title                    &lt;br /&gt;
|-&lt;br /&gt;
|73  ||Live Snakeman Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|74  ||Live Snakeman Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|75  ||Live Ethereal Commander   &lt;br /&gt;
|-&lt;br /&gt;
|76  ||Live Ethereal Leader      &lt;br /&gt;
|-&lt;br /&gt;
|77  ||Live Ethereal Engineer    &lt;br /&gt;
|-&lt;br /&gt;
|78  ||Live Ethereal Medic       &lt;br /&gt;
|-&lt;br /&gt;
|79  ||Live Ethereal Navigator   &lt;br /&gt;
|-&lt;br /&gt;
|80  ||Live Ethereal Soldier     &lt;br /&gt;
|-&lt;br /&gt;
|81  ||Live Muton Commander      &lt;br /&gt;
|-&lt;br /&gt;
|82  ||Live Muton Leader         &lt;br /&gt;
|-&lt;br /&gt;
|83  ||Live Muton Engineer       &lt;br /&gt;
|-&lt;br /&gt;
|84  ||Live Muton Medic          &lt;br /&gt;
|-&lt;br /&gt;
|85  ||Live Muton Navigator      &lt;br /&gt;
|-&lt;br /&gt;
|86  ||Live Muton Soldier        &lt;br /&gt;
|-&lt;br /&gt;
|87  ||Live Floater Commander    &lt;br /&gt;
|-&lt;br /&gt;
|88  ||Live Floater Leader       &lt;br /&gt;
|-&lt;br /&gt;
|89  ||Live Floater Engineer     &lt;br /&gt;
|-&lt;br /&gt;
|90  ||Live Floater Medic        &lt;br /&gt;
|-&lt;br /&gt;
|91  ||Live Floater Navigator    &lt;br /&gt;
|-&lt;br /&gt;
|92  ||Live Floater Soldier      &lt;br /&gt;
|-&lt;br /&gt;
|93  ||Live Celatid Terrorist    &lt;br /&gt;
|-&lt;br /&gt;
|94  ||Live Silacoid Terrorist   &lt;br /&gt;
|-&lt;br /&gt;
|95  ||Live Chryssalid Terrorist &lt;br /&gt;
|-&lt;br /&gt;
|96  ||Live Reaper Terrorist     &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*NOTE&#039;&#039;&#039;: there are no entries for the Sectopod or Cyberdisc terrorists.  Also, the&lt;br /&gt;
three tank entries are not used by the game.  If you hack RESEARCH.DAT to open&lt;br /&gt;
these as research possibilities, the title of the research project will be &amp;quot;NOT USED.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
Each record in RESEARCH.DAT consists of 22 bytes.  In what follows, the hex offset&lt;br /&gt;
is written in bold, followed by a description of the purpose of the byte(s).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00-01&amp;lt;/b&amp;gt;: The first two bytes determine the amount of time it takes to perform&lt;br /&gt;
the research, written low-high (for example 12 34 refers to the hex number 3412).  This is then randomized ±50% when the project is started before being stored in PROJECT.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02-04&amp;lt;/b&amp;gt;: These three bytes determine the name of the research topic as it&lt;br /&gt;
appears on the Current Research screen in the game.&lt;br /&gt;
The table below shows how different&lt;br /&gt;
types of research are coded:&lt;br /&gt;
&lt;br /&gt;
{| {{stdDescTable}} width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! 02 !! 03 !! 04 !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 00 || 00 || Laser Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 31-3D || 00 || 00 || Alien Artifacts&lt;br /&gt;
|-&lt;br /&gt;
| 41-4B || 00 || 00 || Alien Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| 50-58 || 00 || 00 || UFO Components&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 01-0B || 01-07 || Live Alien&lt;br /&gt;
|-&lt;br /&gt;
| 00 || 00 || 01-1d || X-Com Craft and Armaments, Heavy Weapons Platforms, Base Facilities, Alien Research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that, for live aliens, bytes &amp;lt;b&amp;gt;03&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;04&amp;lt;/b&amp;gt; determine the alien&#039;s species and rank,&lt;br /&gt;
respectively, with the same convention as in [[ASTORE.DAT]].  Also, for Alien Autopsy&lt;br /&gt;
researches, the second bit of byte &amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt; determines the species.&lt;br /&gt;
&lt;br /&gt;
Also note that, in addition to determining the name of the research project&lt;br /&gt;
for the purposes of the Current Research control screen, these bytes also determine&lt;br /&gt;
what object, if any, needs to be on hand in order for the research to begin.&lt;br /&gt;
Namely, if either or bytes &amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;03&amp;lt;/b&amp;gt; are non-zero, the research requires that&lt;br /&gt;
the named object be in the base&#039;s stores either [[BASE.DAT]] or [[ASTORE.DAT]]  in order for the research to be listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;05&amp;lt;/b&amp;gt;: non-zero only for some live aliens.  It&#039;s meaning is uncertain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;06&amp;lt;/b&amp;gt;: with the exception of 0B which is unique to researching the single &amp;quot;Laser Weapons&amp;quot; starting topic, this field indicates the category in the [[UFOpaedia]] into which the topic falls:&lt;br /&gt;
&lt;br /&gt;
 00 = X-Com Craft and Armament&lt;br /&gt;
 01 = Heavy Weapons Platforms&lt;br /&gt;
 02 = Weapons and Equipment&lt;br /&gt;
 03 = Alien Artifacts&lt;br /&gt;
 04 = Base Facilities&lt;br /&gt;
 05 = Alien Life Forms (corpses)&lt;br /&gt;
 06 = Alien Life Forms (live aliens) and Alien Research&lt;br /&gt;
 07 = UFO Components&lt;br /&gt;
 0B = Laser Weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;07&amp;lt;/b&amp;gt;: determines the specific UFOpaedia sub-entry, within each category, that&lt;br /&gt;
the research unlocks.  In the case of live aliens, this byte contains&lt;br /&gt;
their race. In the case of categories 2 and 3 (most Battlescape items), this value is (also) the direct index to the [[OBDATA.DAT]] record.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;08&amp;lt;/b&amp;gt;: determines the number of points awarded when the research is completed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;09&amp;lt;/b&amp;gt;: seems to always be 00. [Unused]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0A&amp;lt;/b&amp;gt;: is a boolean flag indicating, when true, that the research has been&lt;br /&gt;
completed and cannot be repeated.  For research topics that can be repeated (e.g., research&lt;br /&gt;
on living aliens), this byte is always 00.  Manually setting this byte to 01, however,&lt;br /&gt;
does not in any way give the player credit for completing the research - it will not&lt;br /&gt;
be unlocked in the UFOpaedia, nor will production options be made available.  It&lt;br /&gt;
is simply to prevent a topic from appearing in the list of available research topics&lt;br /&gt;
once it has been completed.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;0B-0D&amp;lt;/b&amp;gt; are 00. High bytes of 32-bit 0x0A field. [Unused]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0E&amp;lt;/b&amp;gt;: a boolean value indicating whether or not the research topic&lt;br /&gt;
requires one or more prerequisites.  It is true when there is not a prerequisite.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;0F-11&amp;lt;/b&amp;gt; are 00. High bytes of 32-bit 0x0E field. [Unused]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt;: a boolean flag indicating that the prerequisites have been&lt;br /&gt;
fulfilled.  It is true when either the prerequisites have been satisfied or there&lt;br /&gt;
are no prerequisites and false when there is a prerequisite which has not been met.&lt;br /&gt;
Changing this value is a way to get around prerequisite research topics.&lt;br /&gt;
&lt;br /&gt;
Bytes &amp;lt;b&amp;gt;13-15&amp;lt;/b&amp;gt; are 00. High bytes of 32-bit 0x12 field. [Unused]&lt;br /&gt;
&lt;br /&gt;
== Cheats and Hacks ==&lt;br /&gt;
&lt;br /&gt;
First, what you cannot do with RESARCH.DAT: there is no way to modify this file to instantly&lt;br /&gt;
get credit for completing research, open UFOpaedia entries, or unlock production capabilities.&lt;br /&gt;
&lt;br /&gt;
Things you can do, if you so choose:&lt;br /&gt;
&lt;br /&gt;
*Modify the time required to complete research (bytes &amp;lt;b&amp;gt;00-01&amp;lt;/b&amp;gt;).  Note that this is the initial time, not the time remaining on research you&#039;ve already started.  For that, see [[PROJECT.DAT]].&lt;br /&gt;
&lt;br /&gt;
*Modify the points you obtain by completing the research projects (byte &amp;lt;b&amp;gt;08&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
*Make research projects available without completing their prerequisites (byte &amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
*Eliminate the need to possess an object (either artifact or live alien) before researching it. Warning: this one&#039;s a bit odd: change bytes &amp;lt;b&amp;gt;02-04&amp;lt;/b&amp;gt; to 00 00 11.  This will make &amp;quot;NOT USED&amp;quot; appear in the list of research topics (it is the name of the Laser Cannon Tank - a project not used by the game). Research &amp;quot;NOT USED&amp;quot;, and once it is completed, you will have access to the UFOpaedia entry access to any research that is lower in the research tree, and access to the relevant production capabilities.&lt;br /&gt;
&lt;br /&gt;
*Go straight to Cydonia, if you set byte &amp;lt;b&amp;gt;0A&amp;lt;/b&amp;gt; in offset 58 (for the Martian Solution) to a value of 01, and you have an Avenger, you will be able to go to Cydonia on day one if you so choose.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[FACIL.DAT]] - Information on facilities you can / can&#039;t build at the moment&lt;br /&gt;
* [[PRODUCT.DAT]] - Information on manufacturable items you can / can&#039;t manufacture at the moment&lt;br /&gt;
* [[PROJECT.DAT]] - Information on projects currently being researched at bases&lt;br /&gt;
* [[OBDATA.DAT]] - Statistics on items in the game&lt;br /&gt;
* [[UP.DAT]] - Stores information on the UFOpaedia entries&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=37209</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=37209"/>
		<updated>2012-09-26T16:53:01Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Research Rollover */  Expanded, many thanks to Zaimoni in StratCore thread 10008&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Destroying Bugs ==&lt;br /&gt;
&lt;br /&gt;
These are the list of the worst bugs of them all, because they can render your entire game unplayable. Until a fix/ workaround is found, these bugs result in your entire X-com campaign being scuttled:&lt;br /&gt;
* [[Minimized interceptor bug]]&lt;br /&gt;
* [[Big text bug]]&lt;br /&gt;
*[[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defense]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
Every single time a Floater Medic is found and researched, the game crashes after it is interrogated! I [[muton commander]] used a hack system to view the alien&#039;s profile, and it was a Commander with no race attached. This is probably the cause, but I have no explaination for why this situation occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Addendum:&lt;br /&gt;
&lt;br /&gt;
Based on report from various players, the crash appears to happen with medics in general, and isn&#039;t confined just to floaters.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Great Circle Bug ===&lt;br /&gt;
&lt;br /&gt;
The shortest distance between two points on the surface of a sphere is called a Great Circle. The wayfinding algorithm used by XCom aircraft has unfortunately never heard of this. XCom aircraft tend to move toward, and then along, lines of latitude. This is inefficient in terms of time, fuel, range and time on station. The inefficiency is most evident when crossing over the poles, and least evident when moving east-west or west-east. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can set manual waypoints to approximate the Great Circle route.  &lt;br /&gt;
&lt;br /&gt;
Note that this does not seem to affect combat interception of moving UFOs, or at least not as much. Intercept courses seem to be continually updated, and head straight toward the current position of the UFO (also not an optimum algorithm, but that&#039;s another story).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Geoscape Intercept Bugs ===&lt;br /&gt;
&lt;br /&gt;
==== Side-On Intercept Bug ====&lt;br /&gt;
&lt;br /&gt;
Unlike fighter controllers since at least the 1930s, X-Com ground controllers and/or onboard avionics are incapable of calculating a predictive course for a target that is moving, at a known course and speed, laterally relative to its bearing as seen from the intercept base (so that the bearing from the base is constantly changing). In other words, in any situation except when the alien craft is heading directly toward/away from the X-Com craft/base, a non-optimum interception course is used. Instead, X-Com craft simplistically just keep heading toward the current bearing toward the target. This results in inefficient parabolic intercept courses, rather than efficient straight line courses toward a predicted intercept point. If the alien craft is faster, parabolic courses often fail to intercept, or give very brief interception windows, that would have been avoided by a proper predictive, straight-line course.&lt;br /&gt;
&lt;br /&gt;
==== Head-On Intercept Bug ====&lt;br /&gt;
&lt;br /&gt;
It is not possible for a slower-moving X-Com craft to intercept a faster-moving Alien craft, even if the X-Com craft is directly ahead of the alien craft and waiting in position to intercept it. This is true whether the X-Com craft is stationary, or flying in the same heading as the alien craft and at nearly the same speed. Even if the alien craft moves right through the X-Com craft&#039;s exact position while travelling only slightly faster than the X-Com craft.  Interception only occurs if the alien craft voluntary slows down for long enough for the X-Com craft to catch it. &lt;br /&gt;
&lt;br /&gt;
(It&#039;s true that such interceptions would be difficult, whether attempted head-on at high closing speed - extremely brief period to fire - or tail-on at low closing speed  - very easy for the alien to avoid entering X-Com craft&#039;s weapon arcs by breaking away. So it could be argued that making these interceptions impossible is just a simplification of the fact that they would be much more difficult than normal interception combat.)&lt;br /&gt;
&lt;br /&gt;
==== Instant Getaway Bug ====&lt;br /&gt;
&lt;br /&gt;
If you park an interception craft directly over a touched-down alien craft, the alien craft will still escape, if the alien craft has superior maximum speed. The alien craft basically seems to instantly accelerate to its maximum speed, with no concept of progressive acceleration. Interception only occurs if the alien craft voluntary slows down for long enough for the X-Com craft to catch it. This probably has the same root cause as the Head-On Intercept Bug (arguably it is a special case of the Head-On Intercept Bug).&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defense mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for the cause of this bug, which is that each and every Incendiary explosion triggers &amp;quot;end of turn processing&amp;quot; for Smoke and Fire - including fire damage, stun damage from smoke, fire spreading checks, and possibly &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
===Mind Controlled Soldiers go MIA===&lt;br /&gt;
If you complete a mission while a [[soldier]] is currently [[Mind Control]]led he will be listed as MIA at the end of the combat. This is quite an easy bug to fall into as on any [[Sectoid]] or [[Ethereal]] mission the only, or most powerful, psionic aliens will usually be holed up in the bridge or command centre.&lt;br /&gt;
&lt;br /&gt;
===Mind Controlled Aliens Count as MIA if you Abort===&lt;br /&gt;
If you happen to abort a mission with any Mind-Controlled aliens under your control, who are NOT in the dropship, the computer tallies them up as &amp;quot;X-COM Operatives Missing In Action.&amp;quot;  Thus, every Mind Controlled alien left behind when you dust off is -20 points to your score!  If you&#039;re leaving anyways, avoid this by bringing them back to the ship or mowing them down on the way back to the ship.&lt;br /&gt;
&lt;br /&gt;
In the Playstation version of the game, any aliens under Mind Control at missions end are considered captured and hence, this bug is not a factor.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defense Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defense bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them.&lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
===Weightless Loaded Ammo===&lt;br /&gt;
&lt;br /&gt;
Ammo that is already loaded into a weapon at the start of a mission does not count towards a soldier&#039;s Encumbrance. If the weapon is subsequently unloaded and reloaded during the mission, the soldiers encumbrance will increase. This would only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
=== Equip Phase Ammo Load Error ===&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of very minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. By manipulating the overall supply of ammo of different types, you can to some extent persuade the auto equip algorithm to load your preferred ammo type for the weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Drop the Ammo, Keep the Weight ===&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips are not un-assigned from the unit carrying them. The clips continue to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]]. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]].&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 05:30, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== 80-item Limit ===&lt;br /&gt;
When loading up your Avenger for a massive UFO assault or arming soldiers for a [[Base Defense]] from your overflowing stores, you will likely hit this limit. &lt;br /&gt;
&lt;br /&gt;
You only get a max of 80 items, and you don&#039;t get to choose which ones, so you may end up with 80 clips and no rifles for the base defense. &lt;br /&gt;
&lt;br /&gt;
The solution is timely housekeeping. Sell off your spare personal equipment. See our handy [[Spring Cleaning Tips]], and also [[Managing the Item Limit]] for ideas.&lt;br /&gt;
&lt;br /&gt;
Another bug concerning this limit happens when there are unresearched (alien) items in your stores during a base defense mission. Even though the item cannot be used during the mission, the game still allows you to equip your soldiers with them. This rarely happens as the alien items are very low on the item list, but if your base is lean and mean with under 80 items total, everything will spawn regardless of research.&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Purchase Limit===&lt;br /&gt;
The purchase limit for any item you buy via the purchase screen is 255 per line item, because it is a one-byte field.  However, the impact of this bug is small, for if you have space remaining in your 100-item transfer queue, you can immediately order another 255 of said item as another line item.&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Limit ===&lt;br /&gt;
&lt;br /&gt;
There is a hard limit in the game of 250 X-COM soldiers in total across all bases (not 250 per base).&lt;br /&gt;
&lt;br /&gt;
The error message that pops up when you try to hire more is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;NO MORE SOLDIERS ALLOWED&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have already recruited the maximum number of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
=== Soldier Battlescape Limit ===&lt;br /&gt;
&lt;br /&gt;
In the Battlescape, there is a limit of 40 X-COM soldiers that can participate in any battle. Tanks/HWPs each count as 4 soldiers against this limit. Unless you use custom-modified aircraft, you will only see this limit in a Base Defence mission. In a Base Defence mission, all tanks/HWPs will be deployed first, in preference to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Completion Time Display Bug===&lt;br /&gt;
&lt;br /&gt;
If you start a new manufacturing project at 00:01, and the screen displays a completion time of 5 hours, you might expect the work to complete at 05:00 or 05:01. In fact it will complete at 06:00, one hour longer than indicated. &lt;br /&gt;
&lt;br /&gt;
The reason for this bug is that the time left to complete a project is decremented by the game by one hour, every hour, on the hour(XX:00).&lt;br /&gt;
&lt;br /&gt;
This display behaviour is consistent with what is shown while manufacturing is in progress. For example, if time remaining is shown as 0 hours, the work will complete at the beginning of the &#039;&#039;next&#039;&#039; hour. In effect, the displayed number is the integer-truncated form of the real time remaining. In the first example given above, the real time to completion is 5 hrs 59 min, misleadingly truncated to 5 hrs.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Interruption Loss===&lt;br /&gt;
&lt;br /&gt;
In addition, as a result of integer truncation (see previous bug, Manufacturing Completion Time Display Bug), every time production stops, you lose an hour of manufacturing. Therefore, for most efficient production, manufacture in large batches (or increase batches while they are still in progress) to keep manufacturing as continuous as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Limit===&lt;br /&gt;
&lt;br /&gt;
There is a maximum production rate of one unit of any given type per hour per base. For example, though Alien Alloys / Aqua Plastics require 100 Engineer/Technician Hours per unit, even with 250 Engineers/Technicians you can only produce 1 unit per hour.&lt;br /&gt;
&lt;br /&gt;
===HWP Fusion Bomb Ammo Cost Bug===&lt;br /&gt;
&lt;br /&gt;
The HWP Fusion Bomb ammunition type, and its TFTD equivalent the ammunition for the SWS PWT/Displacer, appear to have the wrong manufacturing costs. &lt;br /&gt;
The vehicle version is &#039;&#039;less&#039;&#039; portable and &#039;&#039;less&#039;&#039; powerful than the personal version (Blaster Bomb), &#039;&#039;less&#039;&#039; capable than the craft version (Fusion Bomb) - and costs &#039;&#039;more&#039;&#039; than either of the others in total cash and in materials. In particular, it makes no sense that the small missiles on the HWP/SWS use up &#039;&#039;more&#039;&#039; of both Elerium/Zrbite and Alien Alloys/Aqua Plastics than the Craft version. &lt;br /&gt;
&lt;br /&gt;
To correct this error, the craft round should have the higher base price, &#039;&#039;and&#039;&#039; the material requirements that are currently assigned to the SWS/HWP round. (It&#039;s debatable whether the SWS/HWP rounds should be more expensive than the man-carried rounds.) More discussion is on the talk page of this article.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== UFOPaedia Craft Weapon Hit Probability Bug ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== UFOPaedia Craft Weapon Reload Rate Bug ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Explosions&amp;diff=36766</id>
		<title>Explosions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Explosions&amp;diff=36766"/>
		<updated>2012-09-22T00:52:25Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Tile Characteristics */  Tried to level the vats in an alien base &amp;quot;storage room&amp;quot; for reaction fire ... problem!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:explosion.gif|frame|right|Explosion Animation]]&lt;br /&gt;
= General Rules =&lt;br /&gt;
Explosions are confined to one level. They do not affect any other level (even if there is no obstruction) no matter how strong the explosive power of the detonation. The explosion will also be applied to FLOOR tiles on the level above the blast but it does not affect any units or objects (including non-floor terrain tiles, such as walls) on those particular tiles.&lt;br /&gt;
&lt;br /&gt;
= Explosive Damage to Walls and Objects =&lt;br /&gt;
&lt;br /&gt;
Explosions differ from weapons in a couple of important ways. &lt;br /&gt;
&lt;br /&gt;
#First, of course, they are area effect. (Duh.)&lt;br /&gt;
#Second, they impart [[Damage]] within a narrower range than weapons. Weapons impart from 0 to 2 times their rated strength. (In other words, the [[UFOpaedia]] is showing you their &#039;&#039;average&#039;&#039; strength.) Explosives also impart the average listed damage from the UFOpaedia, but they have a minimum of average/2 (seen in UFOpaedia) and a maximum of 3/2*average. So a blaster (HE 200) does from 100 to 300 damage at ground zero (GZ). You will still receive the damage listed in the UFOpaedia at GZ, on average. But you are guaranteed to get some damage if caught within its blast radius, unlike a firearm, which will hit you (if it hits!) for 0 to 2x damage, regardless of range. Of course, if your armor is high enough relative to the damage roll, it always blocks any actual damage.&lt;br /&gt;
&lt;br /&gt;
Average explosive damage to units decreases by 10 per tile away from GZ. At the same time, the maximum damage is decreasing by 15 (3/2*10) and the minimum damage by 5 (10/2). Thus at GZ of a grenade blast (HE 50), units receive 25-75 damage, and at its outer edge (radius=5 inc. GZ), units receive 5-15 damage.&lt;br /&gt;
&lt;br /&gt;
Unlike for units, explosive damage to non-units (ground, walls, and objects) is constant. Thus a specific explosive will always form the exact same blast pattern on the same type of terrain. It is calculated based on the minimum damage (i.e., average/2) for a given square. Thus it starts (at GZ) as half average damage and decreases by 5 per tile outward. If this value is greater than tile armor strength, the tile will be destroyed. However, a given type of explosive always has the same blast radius, regardless of terrain effects (except if there is blockage by e.g. walls). A Blaster can still kill you when 11 tiles away, even if you&#039;re on hard UFO floors which will only be damaged four tiles from GZ.&lt;br /&gt;
&lt;br /&gt;
= HE Statistics =&lt;br /&gt;
Here&#039;s a table of explosive strength and resulting expected blast damage and radii.&lt;br /&gt;
                      &amp;lt;u&amp;gt;HE @ Ground Zero&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;Blast&amp;lt;/u&amp;gt;           &amp;lt;u&amp;gt;HE @ Edge&amp;lt;/u&amp;gt; &lt;br /&gt;
   &#039;&#039;&#039;&amp;lt;u&amp;gt;Type&amp;lt;/u&amp;gt; &#039;&#039;&#039;              &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;   &#039;&#039;&#039;&amp;lt;u&amp;gt;Ave&amp;lt;/u&amp;gt; &#039;&#039;&#039;   &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Diam.&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Rad.&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Disc.&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;  &#039;&#039;&#039;&amp;lt;u&amp;gt;Ave&amp;lt;/u&amp;gt;&#039;&#039;&#039;   &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
   AC - HE            22     44     66      7    3   0     7    14    21&lt;br /&gt;
   Grenade            25     50     75      9    4   0     5    10    15&lt;br /&gt;
   HC - HE            26     52     78      7    3   1    11    22    33&lt;br /&gt;
   Proxy              35     70    105     13    6   0     5    10    15&lt;br /&gt;
   Small Rocket       37.5   75    112.5    9    4   2    17.5  35    52.5&lt;br /&gt;
   Rocket Tank        42.5   85    127.5   11    5   2    17.5  35    52.5&lt;br /&gt;
   Alien Grenade      45     90    135     13    6   2    15    30    45&lt;br /&gt;
   Large Rocket       50    100    150     13    6   3    20    40    60&lt;br /&gt;
   Hi - EX            55    110    165     13    6   4    25    50    75&lt;br /&gt;
   Fusion Hovertank   70    140    210     23   11   2    15    30    45&lt;br /&gt;
   Blaster Bomb      100    200    300     23   11   8    45    90    135&lt;br /&gt;
*&#039;&#039;&#039;HE @ Ground Zero&#039;&#039;&#039; is damage to &#039;&#039;units&#039;&#039; at ground zero (GZ). Min=Ave/2, Max=Ave*3/2.&lt;br /&gt;
*&#039;&#039;&#039;HE @ Edge&#039;&#039;&#039; is damage at the edge of the blast.&lt;br /&gt;
*&#039;&#039;&#039;Blast Diameter&#039;&#039;&#039; includes GZ. Equals 2r+1.&lt;br /&gt;
*&#039;&#039;&#039;Blast Radius&#039;&#039;&#039; does not include GZ. Equals (d-1)/2.&lt;br /&gt;
*&#039;&#039;&#039;Disc&#039;&#039;&#039; is the discrepancy between actual radius, and the radius expected based on HE. Higher explosives have their blast size &#039;nipped&#039;. Otherwise the Blaster would have a diameter of 39 - almost 4 tilesets wide!&lt;br /&gt;
&lt;br /&gt;
Average damage to units falls off by 10 per tile away from GZ. Damage to tiles is fixed at half the damage for that tile (i.e., the minimum damage that units can receive) and decreases by 5 per tile (half the 10, that the average is decreasing). Note that damage is still done to units at the stated radii, even if blast strength was not strong enough to damage tiles. That is, you can still be hurt even past where you see floor damage. This is especially true in UFOs and alien bases, which have very strong tiles (see [[Explosions#Blast Diameters|Blast Diameters]] and [[Explosions#Tile Characteristics|Tile Characteristics]]). Even the mighty Blaster only hurts UFO floor tiles (armor=80) out to four tiles from GZ, but your men can still be killed 11 tiles away, regardless. Also note, floor damage does &#039;&#039;&#039;not&#039;&#039;&#039; &amp;quot;soak up&amp;quot; any of the blast. However, some tiles (especially wall tiles) have an &amp;quot;HE Block&amp;quot; value which does prevent some damage from being passed on. This is what keeps blasts from acting as if walls didn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
Because damage to tiles is fixed, they always produce the same blast pattern for a given type of terrain. Terrains differ in their &amp;quot;armor&amp;quot; (a.k.a. constitution) levels, and are destroyed if the blast damage is equal to or greater than their armor. Most ground terrain also has a second &amp;quot;damaged&amp;quot; tile which appears when the first tile is destroyed. This second tile (a.k.a. death tile) may also be destroyed by the blast, if the blast strength is equal or greater then the armor for both tiles. Raw earth is left if all ground tiles are destroyed. Some tile sets (such as arctic) have the second death tile set to such a high armor value (255) that no blast will destroy it; thus you&#039;ll never see raw earth right under the surface of ice(!). For what it&#039;s worth, you can calculate the tile armor simply by looking at the blast pattern and comparing the HE strength (dropping of by 5 at center) to the point where tiles are no longer damaged. &lt;br /&gt;
&lt;br /&gt;
Example: On a desert map, a prox mine will make a pattern with damaged tiles out to a radius of 6. The 9 innermost tiles (radius=1) will show a different tile (blown to raw earth). The first tile in desert has armor of 5 (thus, it&#039;s damaged all the way to edge of blast) but the second &amp;quot;dimpled&amp;quot; tile seen after the first one is blown through, has armor of 25. The prox mine is HE 70, so it&#039;s hitting ground zero for 35 and GZ+1 for 30. Thus it blows through to raw earth out to GZ+1 (5+25=30).&lt;br /&gt;
&lt;br /&gt;
You may also see additional terrain damage with subsequent explosions. Example: the humble grenade (HE 50) damages the first tile (armor=5) out to radius=5, but does not break through the second tile (armor=25) to raw earth. But a second grenade in the same place will break through the injured tile at GZ, because now that the top tile is gone, the second tile is exactly equal to half grenade strength, right where it exploded.&lt;br /&gt;
&lt;br /&gt;
= Blast Propagation =&lt;br /&gt;
&lt;br /&gt;
As an example of a progressing blast front, Blaster Bombs impart damage to &#039;&#039;units&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;Dist from GZ&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Unit Damage&amp;lt;/u&amp;gt;&lt;br /&gt;
    &amp;lt;u&amp;gt;Rad&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Diam&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Ave&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
      0     1    100   200   300&lt;br /&gt;
      1     3     95   190   285&lt;br /&gt;
      2     5     90   180   270&lt;br /&gt;
      3     7     85   170   255&lt;br /&gt;
      4     9     80   160   240&lt;br /&gt;
      5    11     75   150   225&lt;br /&gt;
      6    13     70   140   210&lt;br /&gt;
      7    15     65   130   195&lt;br /&gt;
      8    17     60   120   180&lt;br /&gt;
      9    19     55   110   165&lt;br /&gt;
     10    21     50   100   150&lt;br /&gt;
     11    23     45    90   135&lt;br /&gt;
&lt;br /&gt;
Based on [http://www.xcomufo.com/forums/index.php?act=ST&amp;amp;f=280&amp;amp;t=8701&amp;amp;st=19# testing] by Zombie. &lt;br /&gt;
&lt;br /&gt;
So, the Blaster Bomb is rated at 200 HE damage, and does that - but &amp;lt;i&amp;gt;on average&amp;lt;/i&amp;gt; at ground zero. Then the range decreases by 10 per tile away from GZ. Maximum damage decreases by 15 (3/2*average), and minimum damage by 5 (average/2).&lt;br /&gt;
&lt;br /&gt;
Unlike damage to units, tile (i.e., terrain) damage is fixed, and is equal to the minimum damage at that radius (i.e., half the average).&lt;br /&gt;
&lt;br /&gt;
Most large explosions are &amp;quot;nipped&amp;quot; as shown above; in theory the Blaster could&#039;ve kept going for eight more tiles until it decreased to zero. (But the blast pattern would&#039;ve been HUGE!, Diameter=39.) Some smaller explosions are not nipped, and decrease until they drop off to zero.&lt;br /&gt;
&lt;br /&gt;
= Blaster Bomb Pattern =&lt;br /&gt;
A screencap showing Blaster damage. Just for the halibut.&lt;br /&gt;
&lt;br /&gt;
[[Image:AfterBlasterBombX2.jpg|320px|Typical blaster bomb damage pattern]]&lt;br /&gt;
&lt;br /&gt;
= Ground Zero Effect =&lt;br /&gt;
[[Image:Ground Zero Effect.png|right|thumb|150px|Ground Zero Effect due to explosions]]&lt;br /&gt;
Units at ground zero (center of blast) and the eight adjacent tiles (GZ+1; nine tiles in total) receive damage through their Under Armor. All others receive damage to the side facing ground zero (never Under Armor).&lt;br /&gt;
&lt;br /&gt;
This is true regardless of whether using thrown items (grenades, Hi-Ex) or shot/launched explosives (AC-HE, HC-HE, Rockets, Blaster).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Susceptibility =&lt;br /&gt;
&lt;br /&gt;
Critters have the following susceptibility or resistance [[Damage#Damage_Modifiers|modifiers]] to explosive damage:&lt;br /&gt;
&lt;br /&gt;
   Silacoid    130%&lt;br /&gt;
   Sectopod     80%&lt;br /&gt;
   Zombie       80%&lt;br /&gt;
   Tanks        70%&lt;br /&gt;
   Cyberdisc    60%&lt;br /&gt;
&lt;br /&gt;
So Silacoids are &amp;lt;i&amp;gt;more&amp;lt;/i&amp;gt; susceptible, presumably because they are close to the ground.&lt;br /&gt;
&lt;br /&gt;
=Explosive Map Objects=&lt;br /&gt;
&lt;br /&gt;
There are several map objects that will explode when destroyed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Object&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Armour&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;HE Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Image&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Location&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_PODS[00]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Fuel Pod #1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS_00.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ships, Battleships, and Alien Bases&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_PODS[01]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Fuel Pod #2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS-02-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ships, Battleships, and Alien Bases&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_PODS[02]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Pod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS_04.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ships, Battleships, and Alien Bases&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_WALL02[51-54]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_WALL02-51-54-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Bases and all UFOs except Scouts&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;URBAN[85]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fuel Bowser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:URBAN-85-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Missions (Service Station)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;XBASE[25]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fuel Drum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:XBASE2-25-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;X-COM Base (Hangar)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;XBASE[32]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Missile Warhead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:XBASE2_32.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;X-COM Base (Missile Defenses)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While many terrain objects can burn (such as vegetation and many human structures), these are the only ones that actually &#039;&#039;explode&#039;&#039;. However, it must be noted that even though these objects do explode when hit, the damage they produce is &#039;&#039;&#039;not&#039;&#039;&#039; High-Explosive. It is [[Smoke]]. Thus, they function as a [[Smoke Grenade]] at best. Some players have reported that these objects &#039;&#039;do&#039;&#039; produce damage to health on aliens and civilians, but it has not been fully substantiated yet.&lt;br /&gt;
&lt;br /&gt;
= Object Destruction =&lt;br /&gt;
[[image:EqTb-00.gif|center]]&lt;br /&gt;
Only explosions (not shot weapons) can destroy dropped equipment and other objects on the ground. They are destroyed by blast strengths &#039;&#039;greater than&#039;&#039; the values in this table. Unit names refer to bodies, both stunned and dead:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;&amp;gt;HE&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Destroys&amp;lt;/u&amp;gt;&lt;br /&gt;
   8  Electroflares&lt;br /&gt;
  12  Standard pistol clip and civilian males(?!)&lt;br /&gt;
  20  EVERYTHING else not otherwise mentioned. Includes ALL ammo, ALL large bodies&lt;br /&gt;
      (both XCOM tanks and large aliens), unarmored soldiers, even Elerium.&lt;br /&gt;
  26  All regular (small) sized aliens&#039; bodies&lt;br /&gt;
  30  Soldiers in Personal Armor&lt;br /&gt;
  40  Soldiers in Power or Flying Suit, and Blaster Launcher&lt;br /&gt;
  45  Plasma Pistol&lt;br /&gt;
  50  Plasma Rifle and Heavy Plasma             &#039;&#039; - Values provided by Danial from [[OBDATA.DAT]][42]&lt;br /&gt;
&lt;br /&gt;
Blast magnitude is stated as the &#039;&#039;average&#039;&#039; blast damage for a tile and it must be &#039;&#039;greater than&#039;&#039; the value shown. Explosion damage for objects is fixed at the average - it does not vary as with explosive damage to units. You will always see the same things destroyed by a given average blast level. This makes it similar to terrain damage, but object destruction differs in that 1) it works off the average damage, and 2) HE must be greater than the value shown. (Tiles are destroyed when HE is &#039;&#039;equal&#039;&#039; to average/2.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Object Destruction Example:&#039;&#039;&#039; A regular grenade is HE 50. Its average strength drops off by 10 per tile out to five tiles. Counting ground zero as the first tile, here are blast strengths and what&#039;s left after a grenade blast (sort of a reverse of the above):&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;u&amp;gt;Radius&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;HE&amp;lt;/u&amp;gt;  &#039;&#039;&#039;&amp;lt;u&amp;gt;SURVIVES&amp;lt;/u&amp;gt;&lt;br /&gt;
     1   50  Plasma rifle and heavy plasma &#039;&#039;(HE must be &#039;&#039;&#039;greater than&#039;&#039;&#039; 50 to destroy these)&#039;&#039;&lt;br /&gt;
     2   40  PS/FS Soldiers, the three plasma weapons, Blaster Launcher&lt;br /&gt;
     3   30  Same as 40 except Personal Armor soldiers, too&lt;br /&gt;
     4   20  Everything except flares, pistol ammo, and male civs&lt;br /&gt;
     5   10  Everything except flares&lt;br /&gt;
&lt;br /&gt;
By playing with explosives and distances from a blast, you can select how much blast damage is given. Example: A grenade (HE 50) can&#039;t touch Heavy Plasma, but HC-HE (52) can destroy everything. At its edge four tiles away (inc. GZ), the HC-HE is strength 22 and leaves alien bodies and other things tougher than 20 HE. Et cetera.&lt;br /&gt;
&lt;br /&gt;
Despite this table, note that aliens use very strong explosives. The alien grenade (HE 90) is 30 average HE &#039;&#039;at its edge&#039;&#039;; the Blaster (200) is &#039;&#039;&#039;&#039;&#039;90&#039;&#039;&#039;&#039;&#039; at its edge. See &amp;quot;HE At Edge&amp;quot; in the table [[Explosions#HE Statistics|above]].&lt;br /&gt;
&lt;br /&gt;
Ammo loaded in a weapon plays no part in the damage check and cannot be destroyed, even if the host item is vaporised. It remains defined as being inside (regardless as to whether that item actually exists or not), and will be recovered at end of combat as per the [[Equipment Recovery#Equipment Recovery|normal rules]]. If a weapon is toasted and a new item takes it&#039;s place in [[OBPOS.DAT|the table]] the clip &amp;quot;pops back into existence&amp;quot; inside that. &lt;br /&gt;
&lt;br /&gt;
An easy way to see this effect in action is to have a sectoid prime a grenade then drop all it&#039;s gear. Once the dust has settled you&#039;ll find the gun gone and the clip shoved somewhere it really shouldn&#039;t go, adding insult to injury.&lt;br /&gt;
&lt;br /&gt;
Items made from alien alloys (including FS/PS) are usually (but not always) more robust.&lt;br /&gt;
&lt;br /&gt;
Stunned aliens destroyed by explosions do not count toward kill [[Experience]] or victory points ([[Scoring|Score]] at mission end), nor do they affect enemy [[Morale]]. They just disappear. Same goes for your stunned troopers killed by blasts; they do not detract from score or affect morale. But they &#039;&#039;are&#039;&#039; dead and gone!&lt;br /&gt;
&lt;br /&gt;
= Blast Diameters =&lt;br /&gt;
&lt;br /&gt;
Blast diameters differ according to terrain type. The table below was copied from a [http://www.xcomufo.com/forums/index.php?showtopic=8701 post] by Zombie. To get radius, subtract 1 and divide by 2:&lt;br /&gt;
&lt;br /&gt;
                                   Grass, &lt;br /&gt;
                                    Lawn,  &lt;br /&gt;
                                    Corn  Dirt, Asphalt              Polar&lt;br /&gt;
                                   Fields,Weeds, Roads, White         Snow,&lt;br /&gt;
                             Wheat Desert White   Tin   Tile Concrete Mars  Mtn. Alien&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;$/HE&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;HE&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Fields&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Sand&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Shngls&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Roofs&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Roofs&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Walkway&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Sand&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Tundra&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Floors&amp;lt;/u&amp;gt;&lt;br /&gt;
  700    15.9  AC - HE   44    7     7      5      3      1      1      0     0     0&lt;br /&gt;
  300     6.0  Grenade   50    7     9      7      5      3      3      1     0     0&lt;br /&gt;
  500     9.6  HC - HE   52    7     7      7      5      3      3      1     0     0&lt;br /&gt;
  500     7.1   Prox G   70   11    13     11      9      7      7      5     0     0&lt;br /&gt;
  600     8.0  Small R   75    9     9      9      9      7      7      5     0     0&lt;br /&gt;
 6700+2E 74.4  Alien G   90   13    13     13     13     11     11      9     3     0&lt;br /&gt;
  900     9.0  Large R  100   13    13     13     13     13     13     11     5     1&lt;br /&gt;
 1500    13.6   Hi Ex.  110   13    13     13     13     13     13     13     7     3&lt;br /&gt;
 8000+3E 40.0  Blaster  200   23    23     23     25     25     23     23    23    21&lt;br /&gt;
  &#039;&#039;&#039;Tile Armor&#039;&#039;&#039; -     Initial     6*   5?     10     20     10?    20   25-40   40    50&lt;br /&gt;
 See next section     Dead    50   255    255    255     30?   255  30-255   20    50&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &amp;quot;Wheat&amp;quot; is complex - see Note 3 under [[Explosions#Tile Characteristics|Tile Characteristics]]&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;HE&#039;&#039;&#039; is the High Exposive rating for each round and:&lt;br /&gt;
&amp;quot;White Shingles&amp;quot; is the roof on the gas station complex,&lt;br /&gt;
&amp;quot;Mars Sand&amp;quot; is the soil on the Martian surface in Cydonia,&lt;br /&gt;
&amp;quot;Alien Floors&amp;quot; is the floor of an alien base (alien ships were not checked), and&lt;br /&gt;
&amp;quot;Concrete Walkway&amp;quot; is sidewalks near buildings or roads.&lt;br /&gt;
Buy price or manufacturing cost are also shown (part cost only; does not include labor), whether Elerium-115 is needed (&amp;quot;+E&amp;quot;), and &amp;quot;Dollars per HE&amp;quot; (Cost/HE).&lt;br /&gt;
&lt;br /&gt;
Note that these diameters &#039;&#039;only&#039;&#039; show damage to terrain. Damage to units is still done out to the radius for each bomb, as shown in [[Explosions#HE Statistics|HE Statistics]] above. So you can still be killed by a Blaster if 11 tiles away in a UFO, even though the hard UFO floors are only damaged out to 4 tiles from GZ. The tiles do not &amp;quot;soak up&amp;quot; any damage AFAIK. (Not counting tiles with HE Block, such as walls.)&lt;br /&gt;
&lt;br /&gt;
For an Excel spreadsheet with 2D diagrams of all blast patterns (including stun bomb and tanks), see [[Media:XCOM_Blast_Patterns.xls|this]].&lt;br /&gt;
&lt;br /&gt;
Terrain tile properties (Armor, HE Block, etc.) can be readily seen in DaiShiva&#039;s excellent [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml MapView] program.&lt;br /&gt;
&lt;br /&gt;
= Distance from Ground Zero =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Distance&amp;quot; from GZ for explosives is actually computed by taking the TUs needed to walk to tiles in the blast radius. For example, 2 diagonal tiles away is considered to be 3 tiles since it takes 6+6=12 TUs to walk (and 12/4=3). This can be modelled on a spreadsheet using the equation:&lt;br /&gt;
&lt;br /&gt;
 Distance = INT( MAX(X,Y) + MIN(X,Y)/2 )&lt;br /&gt;
 &lt;br /&gt;
 where X and Y are positive offsets from Ground Zero&lt;br /&gt;
&lt;br /&gt;
This simplified approach sometimes makes blasts a little stronger down diagonals than would be expected from the Pythagorean theorem (a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;=b&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;+c&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;; a=SQRT(a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;+b&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)). Using Pythagoras, a diagonal tile is 1.4 tiles away, but the game considers them 1 tile away (INT(SQRT(2)). The 1.4 would&#039;ve led to 1/1.4=71% blast strength. This is the worst case; the TUs approach is much closer to Pythagoras on a percentage basis at greater diagonal distances.&lt;br /&gt;
&lt;br /&gt;
= HE Block =&lt;br /&gt;
&lt;br /&gt;
Some tiles have a property called &amp;quot;HE Block&amp;quot; (High Explosive block, a.k.a. &#039;&#039;&#039;HEB&#039;&#039;&#039;) which causes them to dampen an explosive blast proceeding past them. This is basically what makes a wall, a wall... without this property set, explosions would proceed through walls and other objects as if they didn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
For the record, tile armor values (see below) do not dampen explosions in any way whatsoever. Tile armor &#039;&#039;&#039;only&#039;&#039;&#039; affects whether that tile is destroyed by an explosion; blasts otherwise proceed entirely unhampered. Only HE Block dampens explosions. If you set outer UFO hull armor to 255 (the highest it can be) and its HE Block to 0, a blaster explosion on the hull will be the full, entirely &amp;quot;round&amp;quot; 23 tiles in diameter, imparting damage to anything caught in its circle as if the hull did not exist. (But the hull will be unaffected, because its armor is &amp;gt;100.)&lt;br /&gt;
&lt;br /&gt;
Also, HE Block only dampens explosions &amp;quot;past&amp;quot; the tile in question. It does not dampen the blast for that tile, itself. Thus, an outer UFO wall takes the full force of a blaster bomb (200/2=100, just enough to take out one wall tile), but it&#039;s HE Block 100 stops any of the blast from proceeding &#039;&#039;&#039;past&#039;&#039;&#039; the wall &amp;quot;inwardly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=114&amp;amp;# Playing] with HE Block shows that explosions proceed from ground zero outward in a way that &#039;&#039;&#039;only&#039;&#039;&#039; directly impacts the four tiles that are directly adjacent (due north, south, east, and west). Blast damage never proceeds in a diagonal fashion per se; instead, diagonals are filled in as a function of damage going sideways from these four main &amp;quot;rays&amp;quot;. As Bomb Bloke has observed, one can trace HEB back to its &amp;quot;source&amp;quot; by looking for the places where there were decreases. In other words, you are either seeing main rays decreasing by 5, or 50% moving laterally (then outward), and can trace HEB back to its source by comparing a blast with HEB, to one without it... where was the usual progression dampened?&lt;br /&gt;
&lt;br /&gt;
XCOM map tiles can have up to four types of terrain: a ground tile, a north wall, a west wall, and a terrain object (such as a tree or furniture). This is not counting &amp;quot;mobile&amp;quot; items such as units or equipment dropped on the ground.&lt;br /&gt;
&lt;br /&gt;
HE Block assigned to ground tiles is ignored by the game. Thus e.g. the HEB 25 of hay loft ground tiles is just a data entry error(?) that doesn&#039;t affect anything (see [[Explosions#Tile Characteristics|Tile Characteristics]]).&lt;br /&gt;
&lt;br /&gt;
A wall is a separator between the two tiles that it is drawn between. This is not quite true for objects, however.&lt;br /&gt;
&lt;br /&gt;
In terms of HE Block, this is best demonstrated by directly impacting e.g. a blaster on the object, coming at it from the side: a lone object in the middle of a field will show a blast pattern exactly equal to simply having set off the bomb in the middle of the field, with no object there - the HE Block of an object is ignored when a blast impacts the object itself. Conversely, if a wall is hit on its face, it &#039;&#039;will&#039;&#039; HE Block damage from being passed on to the &amp;quot;other side&amp;quot; of the wall.&lt;br /&gt;
&lt;br /&gt;
But this only applies to objects that are directly hit. If, instead, we exploded a blaster against the ground right &#039;&#039;next&#039;&#039; to an object or wall, the blast pattern is very similar for them both - because now the object is intercepting one of the &amp;quot;rays&amp;quot; from the explosion, instead of exploding &amp;quot;itself&amp;quot;. In other words, the blast front has directionality relative to the object, and is blocked in a &amp;quot;logical&amp;quot; way, if ground zero is to the &amp;quot;side&amp;quot; of it.&lt;br /&gt;
&lt;br /&gt;
All items in a tile (ground, walls, and terrain object) receive the same force of explosion. As described above, this is the current blast strength at that tile, which equals the average blast strength divided by two.&lt;br /&gt;
&lt;br /&gt;
For the record: Soldiers do not have any HE Block. If you group a lot of them together and then explode something near them, there is no difference in the explosion pattern or strength where they stand.&lt;br /&gt;
&lt;br /&gt;
Anyone interested in testing HE Block, be sure to see [[User:Bomb Bloke|Bomb Bloke]]&#039;s fantastic numerical tileset which makes blast testing far easier than it would have been. Find his hacked terrain [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=195&amp;amp;# here], or bundled with a savegame [[Media:BB_hacked_desert3MoreWalls.zip|here]]. To see a screencap of the tiles in action (and a good example of what I&#039;m discussing!) see [http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=112&amp;amp;# this] message. &#039;&#039;--[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
== When Is a Wall not a Wall ==&lt;br /&gt;
&lt;br /&gt;
[[image:Explosions-BB_On_BB_Hull_Object.jpg|right|thumb|350px|&amp;quot;Blow through&amp;quot; on a North wall due to a Blaster Bomb explosion outside the UFO.]]&lt;br /&gt;
&lt;br /&gt;
[[image:BB_Third_Level.jpg|right|thumb|350px|These are the only &amp;quot;true&amp;quot; north and west &#039;&#039;&#039;outer&#039;&#039;&#039; walls on the third floor of the battleship, as seen in MapView. All other outer walls are subject to blast through, although diagonals (not parallel to due north/south/east/west) may show funny patterns, or zero blast through. Also note all inner walls ARE true walls.]]&lt;br /&gt;
&lt;br /&gt;
[[image:Rockets_against_hull.png|right|thumb|350px|An un-entered large scout that has received external shelling from rockets. Although not enough to damage the craft itself, the &amp;quot;punch through&amp;quot; blasts have been able to kill crew members in some cases.]]&lt;br /&gt;
&lt;br /&gt;
Some outer UFO walls are not true &amp;quot;walls&amp;quot;, and a Blaster hit propagates through them at 100 HE.&lt;br /&gt;
&lt;br /&gt;
Each map tile in UFO consists of four elements: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground&#039;&#039;&#039;&lt;br /&gt;
:Dirt, grass, cement, etc.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Object&#039;&#039;&#039;&lt;br /&gt;
:Trees, lamp posts, UFO power sources, etc.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;North Wall&#039;&#039;&#039;&lt;br /&gt;
:Fences, hedges, doors, etc. (placed along the northern edge of a map tile).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;West Wall&#039;&#039;&#039;&lt;br /&gt;
:Fences, hedges, doors, etc. (placed along the western edge of map tile).&lt;br /&gt;
&lt;br /&gt;
At any map location in the battlescape, up to one of each of these four tile types can exist. &lt;br /&gt;
&lt;br /&gt;
To demonstrate a standard example, say a [[Blaster Bomb]] hits a door with 100 HE Block. Any alien unlucky enough to be on the outside would be killed instantly, however anyone on the far (inner) side of the door would escape all damage. This is because the door is a &amp;quot;true&amp;quot; (north) wall and stops the blast from moving inward (even if it is itself destroyed).&lt;br /&gt;
&lt;br /&gt;
On the other hand, what if such a shot were directed at a tree (14 HE block)? Well, so long as the missile hits it DIRECTLY, the tree (which is an &amp;quot;object&amp;quot;, not a &amp;quot;wall&amp;quot;) won&#039;t block the explosion at all - It&#039;ll only provide cover if the blast is side on (i.e., not centered on it).&lt;br /&gt;
&lt;br /&gt;
Ordinarily the distinctions don&#039;t matter much. But there&#039;s at least one place where they might - As pointed out by Danial, some outer UFO &amp;quot;walls&amp;quot; hit by Blasters have damage penetration past the wall, even though they &amp;quot;shouldn&#039;t&amp;quot; (see first image). What&#039;s happening is that some outer walls are actually &amp;quot;objects&amp;quot;, same as the aforementioned tree - when they are hit directly, the explosion propagates outwardly from the object as if it did not exist (though the walls to the sides do prevent the blast from spreading in anything other than a straight line). This is very different from a &amp;quot;true&amp;quot; wall, which shows proper directionality.&lt;br /&gt;
&lt;br /&gt;
See the second battleship graphic, which shows the only true north and west &#039;&#039;&#039;outer&#039;&#039;&#039; walls on the third floor of a battleship. (The north and west walls &#039;&#039;of the individual tiles&#039;&#039; - which are being used to make the south and east walls of the battleship.) All other &#039;&#039;&#039;outer&#039;&#039;&#039; &amp;quot;walls&amp;quot; are subject to blast through, as seen in the first picture. That said, however, HE Block has not been well tested/understood in regard to diagonals.&lt;br /&gt;
&amp;lt;br clear = &amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Tile Characteristics =&lt;br /&gt;
&lt;br /&gt;
This section is mainly for folks doing research on explosion propagation. Values were gathered with DaiShiva&#039;s excellent [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml MapView] program. Caution: You must install the extensive MicroSoft .NET platform to use MapView; see DaiShiva&#039;s site. For more tile armor values, see [[Destroying Terrain]]. That page does not include HEB and Dead tile info, however.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt; Ini Ded HEB Type                                                          _&amp;lt;/u&amp;gt;&lt;br /&gt;
   80  50     Most UFO floors                            UFOs AND ALIEN BASES&lt;br /&gt;
  100 NDT     UFO roof&lt;br /&gt;
  100 220 100 Outer UFO walls&lt;br /&gt;
   80  50  80 Most inner UFO and base walls. Dead tile does not have HEB.&lt;br /&gt;
  100  50 100 Inner UFO &amp;quot;security&amp;quot; walls and doors (See Note 1)&lt;br /&gt;
  100  70  80 Base wall &amp;quot;windows&amp;quot; (almost indestructible, but propagate blasts)&lt;br /&gt;
              Two on lower command center; also at checkpoints ([[Xcom_and_Alien_Bases#Alien_Base|UBASE_06]])&lt;br /&gt;
   60 100  60 Most parts of 4-tile vats in bases and UFOs, except...&lt;br /&gt;
  &#039;&#039;&#039;200&#039;&#039;&#039; 100 200 &amp;quot;Back&amp;quot; (NW) corner of green 4-tile vat invulnerable! ([[Xcom_and_Alien_Bases#Alien_Base|UBASE_02]])&lt;br /&gt;
   80  50  80 Most inner UFO doors&lt;br /&gt;
  100 NDT     Partial UFO floors and adjacent tiles along diagonals etc.&lt;br /&gt;
   50  70  30 Power Source (Dead tile stronger than original, and also has 30 HEB)&lt;br /&gt;
   50  50     Common gray base floors&lt;br /&gt;
  150  50     Green start tiles&lt;br /&gt;
  200  50     Red elevator tiles. Yellow rays add 200 armor.&lt;br /&gt;
   50  65     Purple flooring in UFOs and command center (come up through it!)&lt;br /&gt;
   60  60  60 Flashing orange and aqua walls (good backdoors sometimes!)&lt;br /&gt;
   70  50  70 Green-on-black comp display wall (trapdoor to BB control room)&lt;br /&gt;
 &amp;lt;U&amp;gt;  90 100     Dark black base floor in gardens and around command center    _&amp;lt;/U&amp;gt;&lt;br /&gt;
 &amp;lt;U&amp;gt;  25 255     Arctic ground                                            ARCTIC&amp;lt;/U&amp;gt;&lt;br /&gt;
   20 255     Road                                                     CITIES&lt;br /&gt;
    8 255     Smooth grass&lt;br /&gt;
   10 255     Grass patches and dirt&lt;br /&gt;
   15  30     Gas station ceiling - 150 Flame&lt;br /&gt;
   10  30     Gray store floor&lt;br /&gt;
   15  30     Slate roof for buildings - 160 Flame&lt;br /&gt;
   18  50     Gray warehouse floor - 155 Flame&lt;br /&gt;
   15  30     Rough gray concrete store roof - 150 Flame&lt;br /&gt;
   12  40     Pastel pink(?) indoor tile - 111 Flame&lt;br /&gt;
    8 255     Flowers&lt;br /&gt;
 &amp;lt;U&amp;gt;   6  50     Pink patterned carpet - Normal 20 Flame, DT 100 Flame         _&amp;lt;/U&amp;gt;&lt;br /&gt;
   40  30     Sand. Crater objects add armor, HE Block, 4 TUs.        CYDONIA&lt;br /&gt;
 &amp;lt;U&amp;gt; 100 NDT     Green Start tiles. All others as for alien bases.             _&amp;lt;/U&amp;gt;&lt;br /&gt;
 &amp;lt;U&amp;gt;   5  25     Sand                                                     DESERT&amp;lt;/U&amp;gt;&lt;br /&gt;
    5 255     Grass                                                      FARM&lt;br /&gt;
   10 255     Dirt and cultivated fields&lt;br /&gt;
    6  25     Wood floor - Flame 16&lt;br /&gt;
    6  25  25 Hay loft ground floor - Normal 12 Flame, DT 25 Flame&lt;br /&gt;
   10 255     Stable - Flame 10&lt;br /&gt;
 &amp;lt;u&amp;gt;  30  35     Cobblestone floor - 160 Flame                                 _&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;U&amp;gt;  10  30     Light green weeds add 8 armor, 25-30 Flame               FOREST&amp;lt;/U&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;   8  30     Plants add armor and HEB; see Note 2                     JUNGLE&amp;lt;/u&amp;gt;&lt;br /&gt;
   40 NDT     Normal ground. Also see [[Explosions#Mile-High Madness|Mountain Madness]].              MOUNTAIN&lt;br /&gt;
 &amp;lt;u&amp;gt;  50 NDT  50 Solid mountain walls (full height)                            _&amp;lt;/u&amp;gt;&lt;br /&gt;
   15  80     Common pink(?) or gray floors, inc. Access Lift       XCOM BASE&lt;br /&gt;
   10  80     Lighter tile in center of some common floors&lt;br /&gt;
   12  70     Blue floors&lt;br /&gt;
 &amp;lt;u&amp;gt;  16  80     Hangar floor                                                  _&amp;lt;/u&amp;gt;&lt;br /&gt;
  255 NDT   0 Ramp object. See Note 4.                             XCOM CRAFT&lt;br /&gt;
  255 NDT   0 Floor of craft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;quot;Ini&amp;quot;&amp;lt;/b&amp;gt; is initial tile armor; &amp;lt;b&amp;gt;&amp;quot;Ded&amp;quot;&amp;lt;/b&amp;gt; is tile armor for the next (&amp;quot;dead&amp;quot;) tile that appears after the initial one is blown away. If no tile is indicated (DeathTile=0), &#039;&#039;&#039;NDT&#039;&#039;&#039; is put. This means that raw earth will appear when the tile is killed, on ground level (or nothing does if above that, such as with UFO roof). Nothing is strong enough to break through Death Tiles with armor 255. Thus you can&#039;t break through artic ice to reveal raw earth, which makes sense. Basically anything over 100 (half the blaster&#039;s damage) cannot be broken through; thus elevators and start tiles (except in Cydonia surface!) are safe from explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; The inner UFO walls with &amp;quot;crown molding&amp;quot; have higher armor, and can be considered &amp;quot;security walls&amp;quot;. The whole third level of battleship is this, and it&#039;s also found around the control room in large UFOs. Also, the darker doors without the line down their center are also higher strength. These are also generally found in secure areas; the top of the battleship elevator is ringed by them. These strong doors are also found in a few interesting places such as the entrance to the &amp;quot;engine room&amp;quot; on the bottom floor of the Supply Ship (even though the walls there are not security walls).&lt;br /&gt;
&lt;br /&gt;
Most solid floors etc. have no flame (&amp;quot;Flammable&amp;quot;) value. Most plants and human buildings do. Some tiles look weird, but make sense when you think about it. For example, cobblestone in farms has a high flame value - but it&#039;s found as the first floor of wooden buildings. Also (&#039;&#039;&#039;Note 2:&#039;&#039;&#039;) Most largish plants (shrubs and larger) had HE Block values. The jungle, in particular, has many full trees with HE Block of 20. Don&#039;t ask me why the hay loft ground floor has HEB=25.&lt;br /&gt;
&lt;br /&gt;
There are a number of small objects that add armor to a tile. Example: Rocks in the desert are separate objects, with 20 armor. But snakes and bones are just painted onto a common desert tile; they are not separate objects nor do they add anything to the tile properties. Generally, anything that adds TUs also adds armor and possibly HE Block and Flammability. Most objects (including walls) that block movement add armor and HE Block, as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 3&#039;&#039;&#039; (from Blast Diameters): For what it&#039;s worth, the effects of e.g. wheat and flowers in the farm map are actually &#039;&#039;added&#039;&#039; to the base tile (and &#039;&#039;&#039;add&#039;&#039;&#039; TUs to it). They are separate objects in addition to the ground tile. The additional TU costs can be seen in MapView, such as 2 (i.e., +2) for wheat. They also have their own armor ratings. Thus the wheat itself has Initial Armor 6, DT Armor 50 (this one shows burnt crops), which then goes to another DT (dirt) of Armor 255. But the tile it&#039;s on has Initial Armor 10, then goes directly to the same final DT as wheat (Armor 255). What happens is that wheat tiles go directly to their DT if blast strength is 60+, or to burnt crops if 60 &amp;gt; strength &amp;gt;= 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 4:&#039;&#039;&#039; All ramp-section objects add 4 TUs to underlying terrain &#039;&#039;except&#039;&#039; the middle and top of Avenger&#039;s ramp only adds 2 TUs. I think Danial has pointed this out before. Also see [[Explosions#Mile-High Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
Take these values as a rough guide. Some were hard to tell apart. If you want to do research on a particular tile, please double-check MapView before spending a lot of time on it! &#039;&#039;- [[User:MikeTheRed|MTR]]&lt;br /&gt;
&lt;br /&gt;
A larger list of terrain objects and their armor values can be found at [[Destroying Terrain]].&lt;br /&gt;
&lt;br /&gt;
= Experience Points =&lt;br /&gt;
&lt;br /&gt;
Experience that may be gained with explosives is as follows.&lt;br /&gt;
&lt;br /&gt;
Any alien (not under mind control) caught in a blast radius will give experience points toward [[Firing Accuracy]]. So one blast can give many Firing experience points (XPs). It does not matter if the alien was not harmed (i.e., damage was blocked by armor); you still get experience points if they were in the blast radius. Mind controlled aliens are considered friendly and do not give experience points.&lt;br /&gt;
&lt;br /&gt;
Note that if no one actually throws a thrown explosive (it&#039;s merely dropped), your first soldier gets the Firing Accuracy experience (even if a tank or if dead!). Thrown objects are attributed to the last person to throw them, or default to your first soldier &amp;quot;slot&amp;quot; if no one threw it. Your tanks always occupy the first slot(s) (but enemy tanks such as the cyberdisc do not occupy your first slot). Keep this attribution in mind when using the [[Grenade Relay]], if you&#039;re trying to  pass Firing experience around. As it were.&lt;br /&gt;
&lt;br /&gt;
The [[Small Launcher]]&#039;s &amp;quot;explosive&amp;quot; stun bomb also gives Firing experience. Again, even if aliens did not actually fall unconscious (or receive any stun at all). Stun bomb radius in desert terrain is 5, diameter 11.&lt;br /&gt;
&lt;br /&gt;
If thrown, one [[Throwing Accuracy]] experience point will be given. This holds true for throwing anything, explosive or not.&lt;br /&gt;
&lt;br /&gt;
If you make a reaction shot with a projectile explosive, you will receive one [[Reactions]] experience point, even if many aliens were hit by the blast (giving you many Firing XPs). Technically, you were only reacting to the movement of one of the aliens.&lt;br /&gt;
&lt;br /&gt;
To see how experience points translate into skill points (when combat ends), see [[Experience#How Experience Points Are Applied|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The [[Proximity Grenade]] does NOT give Firing experience to the thrower. Instead, it gives Firing experience &amp;lt;i&amp;gt;to the person that triggers it to explode&amp;lt;/i&amp;gt;. Keep this in mind because this tends to make it a poor choice, especially early in the game (SIGH!).&lt;br /&gt;
&lt;br /&gt;
= Unusual Explosives =&lt;br /&gt;
&lt;br /&gt;
== UFO Power Sources ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Numerical PS Screencap.png|right|thumb|250px|Typical PS explosion using Bomb Bloke and Zombie&#039;s setup]]The parameters for [[UFO Power Source]]s (PSs) have been worked out, as seen [[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|here]]. PSs explode with a radius 11 (diameter 23) explosion of average strength 215 (stronger than a [[Blaster Launcher|Blaster]]!). However, what&#039;s not discussed there is that this explosion breaks the mold of how explosions usually work, for two reasons:&lt;br /&gt;
#PSs explode with a variable blast strength versus &#039;&#039;terrain&#039;&#039;. Standard explosions impart precisely 50% of their average (rated) strength versus terrain; they are not variable, versus terrain (but are versus units). Still, while a PS&#039;s HE strength varies versus terrain at GZ, this GZ strength does otherwise drop off by a fixed 5 strength for each tile away from GZ, just like standard explosions. (The inset shows a PS explosion in a game using [[User:Bomb Bloke|Bomb Bloke&#039;s]] super-cool [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=195|numerical terrain] plus [[User:Zombie|Zombie&#039;s]] sweet [http://www.xcomufo.com/forums/index.php?showtopic=242025161&amp;amp;view=findpost&amp;amp;p=163712 PS testing scenario].)&lt;br /&gt;
#PS explosions impart 215 &amp;amp;plusmn;35 HE damage (107.5 &amp;amp;plusmn;17.5 versus terrain). 35 is 16.23% of 215. We&#039;ve seen [[Damage]] ranges of &amp;amp;plusmn;25%, &amp;amp;plusmn;50%, and &amp;amp;plusmn;100%. But &amp;amp;plusmn;16.23%?? Further analysis of the game code yielded the actual equation used: 180+(Rnd#×70). This more accurately describes how the blast is calculated. &lt;br /&gt;
#PS explosion seems to have weird results vs Units, based results from reloading a recovery mission on a crashed Medium Scout with Mutons on Superhuman.&lt;br /&gt;
&lt;br /&gt;
All in all, PS explosions are in a league of their own. It looks like the developers hand-coded some of the parameters, but otherwise used a lot of the explosion routines.&lt;br /&gt;
&lt;br /&gt;
== Stun Bombs ==&lt;br /&gt;
&lt;br /&gt;
The overall details on the [[Small Launcher]]&#039;s &amp;quot;explosion&amp;quot; are shown on it&#039;s page. But what&#039;s not shown is that has its own set of rules versus standard explosives. In a nutshell, while the stun &amp;quot;blast&amp;quot; follows all normal rules of a propagating explosion, it inflicts stun [[Damage]] on units as if it were a weapon.&lt;br /&gt;
&lt;br /&gt;
Typically, HE explosions do [[damage]] to units equal to 50%-150% of the explosion strength. But the stun bomb imparts 0-200% of its stun &amp;quot;explosion&amp;quot; strength to units, even though its damage drops off by 10 per tile, as with other explosions. Thus it uses a hybrid of explosion and firearm damage mechanics.&lt;br /&gt;
&lt;br /&gt;
This leads to an &amp;quot;odd&amp;quot; scenario like this, as seen in limited testing:&lt;br /&gt;
*If a stun bomb is hacked to strength 250 stun and shot at a wall with HE Block of 120, no units behind it receive any stun. This follows the usual explosion rules of: Half strength is applied to terrain at ground zero (GZ), which falls off by 5 per tile away from GZ; thus the stun bomb is 125 vs. terrain at GZ and 120 at GZ+1. Soldiers get no stun because the 120 HE Block nullified all the explosion strength. (Wall &#039;&#039;armor&#039;&#039; was set to 0 - tile armor never impedes explosions; only HEB does.) Ok, no problem here.&lt;br /&gt;
*But if the 250 stun bomb is shot at a wall with 110 HEB, a unit right on the far side was seen to get 33 damage. How did that work?&lt;br /&gt;
**The stun bomb is 125 vs. terrain at GZ&lt;br /&gt;
**At GZ+1, it is 120, minus the 110 HEB, leaves 10 for damage &#039;&#039;to terrain&lt;br /&gt;
**But damage to terrain is 50% of the average explosion damage. And the stun bomb can do up to 200% damage to units. If 10 is 50%, then 40 is 200%. Thus, it &amp;quot;makes sense&amp;quot; that a unit was hit for 33. In its own weird way.&lt;br /&gt;
It seems that the force of the explosion checks its strength versus &#039;&#039;terrain&#039;&#039; as it progresses, and, if it has not become zero, then it back-calculates average/rated damage - and inflicts the stun damage. See, if the game were tracking average/rated damage as a blast front progressed, when the stun bomb hit the wall, it would&#039;ve become 250-10=240 for the next tile, minus 120 equals 120 average/rated damage on the next tile where the unit was - but wait, no. See? That can&#039;t be right, because this would have inflicted 0-240 stun damage on units, from the average of 120 carried forward. But high values were not seen (in very limited testing!). Also, of course, the unit did not receive exactly 5 stun damage, as would have been expected if the stun bomb explosion &#039;&#039;exactly&#039;&#039; followed the rules of explosions. So this hybrid event (explosive progression but unit damage) has given us insight into how XCOM tracks the damage that an explosion front will incur - it carries terrain damage (50% of rated) forward, then back calculates rated damage, if a unit is there.&lt;br /&gt;
&lt;br /&gt;
= Playing With Fire =&lt;br /&gt;
&lt;br /&gt;
==Hacking HE versus Blast Diameters==&lt;br /&gt;
&lt;br /&gt;
Hacking HE ([[OBDATA.DAT]][22]) shows that explosion patterns fall into 2 or 3 categories:&lt;br /&gt;
* All projectile explosives (AC, HC, S &amp;amp; L Rocket, and probably Rocket Tank) have &amp;quot;constrained&amp;quot; patterns that are always smaller than expected - their blasts never &amp;quot;die away to nothing&amp;quot; at their edge. They also continue to have an ever-increasing outline (larger diameter) for as high as HE can be hacked.&lt;br /&gt;
* All grenades (standard, alien, prox, Hi-Ex) have &amp;quot;natural&amp;quot; blast patterns that &#039;&#039;&#039;do&#039;&#039;&#039; &amp;quot;die away to nothing&amp;quot; at their edge - up to HE 61. At 62, it takes on a fixed pattern which shows some &amp;quot;constraint&amp;quot; in the sense of not being what would naturally be expected. At this point it is radius 6, diameter 13. And then their pattern never changes (i.e. enlarges) past what is seen at 62, even if you increase HE all the way up to 255. Even much higher than HE 62, grenades&#039; pattern is still only radius 6.&lt;br /&gt;
* Guided weapons (blaster and presumably fusion tank) follow the same pattern as grenades &#039;&#039;&#039;but&#039;&#039;&#039; their blast pattern continues to grow in size, until one reaches 112 (radius 11, diameter 23). At this point it too becomes fixed, no matter how much higher HE is hacked.&lt;br /&gt;
Thus blast radii and diameters can be described with these equations:&lt;br /&gt;
            &amp;lt;u&amp;gt;Type&amp;lt;/u&amp;gt;                   &amp;lt;u&amp;gt;Radius&amp;lt;/u&amp;gt;         &amp;lt;u&amp;gt;Diameter&amp;lt;/u&amp;gt;         &amp;lt;u&amp;gt;Pattern Limit Reached At&amp;lt;/u&amp;gt;&lt;br /&gt;
    Projectile Explosives       INT(HE/20)+1    2*INT(HE/20)+3    HE 240 (r=13, d=27)&lt;br /&gt;
 Grenades and Guided Weapons   INT((HE-2)/10)  INT((HE-2)/5)+1    Grenades: HE  62 (r= 6, d=13)&lt;br /&gt;
                                                                  Guided:   HE 112 (r=11, d=23)&lt;br /&gt;
&lt;br /&gt;
For the above, &#039;&#039;only&#039;&#039; the blast pattern a.k.a. &amp;quot;outline&amp;quot; is being talked about. &#039;&#039;Within&#039;&#039; the blast pattern, all explosives follow the expected, simple rules of: Average HE at ground zero, decreasing by 10 per tile outward (for damage to units; by 5 for damage to terrain), and all points (and explosive strength there) can be described in terms of distance from GZ using the [[Explosions#Distance from Ground Zero|&amp;quot;walking TUs&amp;quot;]] method.&lt;br /&gt;
&lt;br /&gt;
These properties of hacked explosive strength lead to the following observations:&lt;br /&gt;
*Since there is only one (unhacked) grenade or guided weapon with an HE rating less than the point of its &amp;quot;radius of constraint&amp;quot;, only the humble grenade shows a quite round, &amp;quot;natural&amp;quot; blast pattern outline. It&#039;s the only explosive that truly decreases to 0 all around its edge (although the prox mine comes very close).&lt;br /&gt;
*On the flip side of that, as HE gets larger and larger (with or without hacking), the edge of blast patterns becomes more and more lethal. It&#039;s easy to see that this would happen with grenades and guided weapons - their diameter no longer increases, even when increasing their explosive power. But hacked projectiles are also dangerous at their edge - even though it is not constrained, per se - because their radii only increase by one every &#039;&#039;20&#039;&#039; HE, even though damage only decreases by &#039;&#039;10&#039;&#039; per tile. Thus, they &#039;&#039;increase&#039;&#039; by 10 at their edge (+20, -10) each time their radius increases.&lt;br /&gt;
*Here are some examples of maximally-hacked blast edges, versus the worst seen in an unhacked game:&lt;br /&gt;
**A grenade hacked to HE 255 has an average of 195 HE at its edge (r=6, d=13)&lt;br /&gt;
**A guided weapon at HE 255 has an average of 145 HE at its edge (r=11, d=23)&lt;br /&gt;
**A projectile explosive at HE 255 has an average of 125 HE at its edge (r=13, d=27)&lt;br /&gt;
**[[Explosions#HE_Statistics|Compare]] how the most dangerous unhacked example is a blaster (HE 200), which is 90 average HE at its edge (r=11, d=23)...&lt;br /&gt;
**But the second-worst case is Hi-Ex (HE 110), which is 50 at its edge, because it is a grenade constrained to just r=6, d=13. (&#039;&#039;&#039;Not&#039;&#039;&#039; the Fusion Tank at HE 140, because guided missiles can be up to r=11.)&lt;br /&gt;
*Many blast patterns have the same r=6 outline in an unhacked game. This is because all but one grenade is constrained to this, plus one of the projectile patterns (for Large Rocket, HE 100) happens to precisely coincide with this, as well (as it would for any projectile with HE 100-119).&lt;br /&gt;
*If a stun bomb (stun strength 90) is hacked to be an explosive (OBDATA[31]=2), it too follows the pattern for projectile explosives. This includes if its HE is also then hacked.&lt;br /&gt;
&lt;br /&gt;
Presumably, the pattern type is determined by whether something has the OBDATA grenade type set, or it is ammo, or it is guided.&lt;br /&gt;
&lt;br /&gt;
Examples of the patterns (both real and hacked) and the walking TUs map can be found in an Excel file [http://www.ufopaedia.org/images/c/c5/XCOM_Blast_Patterns.xls here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hacking HE versus Explosion Sounds==&lt;br /&gt;
&lt;br /&gt;
When HE is hacked, there are two types of sound heard:&lt;br /&gt;
*The small &amp;quot;whoomf&amp;quot; up to HE 80, and&lt;br /&gt;
*The big bone-jarring explosion heard at HE 81+.&lt;br /&gt;
Another thing is seen:&lt;br /&gt;
&lt;br /&gt;
In addition to the projectile-launch sound each type of projectile weapon makes, the [[Auto-Cannon]] and [[Heavy Cannon]] also do a slightly odd thing: if hacked to HE from 74 to 80, they make the &amp;quot;whoomf&amp;quot; sound twice when they explode. &lt;br /&gt;
&lt;br /&gt;
==Hacking HE versus Walls==&lt;br /&gt;
&lt;br /&gt;
The [[Blaster Bomb]] is the only thing capable of blasting through a UFO outer hull (walls and roof). It does exactly 200 damage at the epicenter and only ever knocks out one tile. &lt;br /&gt;
&lt;br /&gt;
When we boost the power of the humble [[High Explosive]] with a game editor we see the following:&lt;br /&gt;
&lt;br /&gt;
*190 for HE strength is not enough to bust a hull open. &lt;br /&gt;
*200 is, but only one tile wide. &lt;br /&gt;
*210 opens up a hole 3 tiles wide&lt;br /&gt;
*220 opens up a hole 5 tiles wide.&lt;br /&gt;
&lt;br /&gt;
For every 10 points of HE strength above 200, it adds 2 to the width of the hole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- reposted from NKF/Jasonred/Zombie discussion, strategycore forums 2005 -[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
&lt;br /&gt;
= Mile-High Madness =&lt;br /&gt;
Mountains have the inherent weirdness that they &amp;quot;weaken&amp;quot; some structures, as pointed out by NKF, Bomb Bloke, and others. For example, a Blaster explosion on the ground below an XCOM craft will destroy its ramp and landing struts, in mountain terrain. Ordinarily, these objects are indestructible (armor=255) for all three troop transports. You can even take them or outer UFO walls out with an alien grenade (except for &amp;quot;true&amp;quot; North and West walls ([[#When Is a Wall not a Wall|see above]]) - anything that&#039;s enough to destroy tile armor 40 (HE 80+). &lt;br /&gt;
&lt;br /&gt;
The reason for this unusual behavior is seen by using MapView. It seems that XCOM programmers accidentally pointed to an &#039;&#039;object&#039;&#039; instead of a &#039;&#039;tile&#039;&#039; for the death tile of mountain terrain. It looks like they pointed to MCD id 76 (a stump object) when they should&#039;ve pointed to MCD id 77 (scorched mountain ground tile). Perhaps someone stuck in an extra tile without keeping an eye on the pointers. In any event, this object only has armor of 20. It is theorized that when mountain terrain is destroyed (armor=40), the stump object then erroneously replaces e.g. the craft ramp, and then the explosion is also enough to take out that object. Note that the code for explosions appears to process ground first and then process objects; this must be how the inadvertent stump object also gets destroyed. (Otherwise it should&#039;ve been seen all along the outer edge of a blaster explosion, where the blaster&#039;s tile-damage strength is less than 60; see [[Explosions#Blast Propagation|Blast Propagation]].)&lt;br /&gt;
&lt;br /&gt;
Conversely, if you shoot a weapon at mountain ground terrain, you will see the stump. This is because shots against terrain only do damage to the element they hit, whereas explosions are checked against everything in a square (ground, two walls, and object, if any). You can even turn craft ramps and gear into stumps, if you try hard enough. Most shots will hit the ramp instead of ground, but eventually one will miss and burn the dirt, turning the ramp into a stump!&lt;br /&gt;
&lt;br /&gt;
This strange behavior is also seen on flat mountaintops. All the common flat mountain ground tiles point to the wrong death MCD id.&lt;br /&gt;
&lt;br /&gt;
A final oddity due to the incorrect tile is that mountain ground destroyed in an explosion will burn for three turns. Most common ground tiles have 0 Flammability and will not burn after a &amp;quot;regular&amp;quot; explosion. (They&#039;ll burn if hit by incendiaries, though.) This is because the stump object has Flammability=14 and is set to burn for 3 turns.&lt;br /&gt;
&lt;br /&gt;
A fix for all of these problems can be found [http://www.strategycore.co.uk/files/index.php?dlid=670 here].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Destroying Terrain]]&lt;br /&gt;
*[[Firing Accuracy]]&lt;br /&gt;
*[[Throwing Accuracy]] (including throwing distance)&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
**&#039;&#039;&#039;Thrown Explosives&#039;&#039;&#039;&lt;br /&gt;
***[[Grenade]]&lt;br /&gt;
***[[Proximity Grenade]]&lt;br /&gt;
***[[Alien Grenade]]&lt;br /&gt;
***[[High Explosive]]&lt;br /&gt;
**&#039;&#039;&#039;Projectile Explosives&#039;&#039;&#039;&lt;br /&gt;
***[[Auto-Cannon]]&lt;br /&gt;
***[[Heavy Cannon]]&lt;br /&gt;
***[[Rocket Launcher]]&lt;br /&gt;
***[[Tank/Rocket Launcher]] a.k.a. Rocket Tank&lt;br /&gt;
***[[Small Launcher]] a.k.a. Stun Bomb&lt;br /&gt;
**&#039;&#039;&#039;Guided Explosives&#039;&#039;&#039;&lt;br /&gt;
***[[Hovertank/Launcher]] a.k.a. Fusion Tank&lt;br /&gt;
***[[Blaster Launcher]]&lt;br /&gt;
*[[Health]]&lt;br /&gt;
*[[Fatal Wounds]]&lt;br /&gt;
*[[Armour]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Psi-Amp&amp;diff=36646</id>
		<title>Talk:Psi-Amp</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Psi-Amp&amp;diff=36646"/>
		<updated>2012-09-20T22:10:19Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Two handed use - experiment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t know whether it is pointed out elsewhere but I&#039;ve recently found out something interesting about the mind control of Sectopods and Cyberdiscs (a Reaper still needs to be tested). Whenever you mind control one quarter of it and have used up its time units you can still mind control another quarter that lets you once again have a full gauge of the enemy&#039;s time units at your disposal (therefore you don&#039;t necessarily need to mind control all four parts at once). Thus, as long as the other quarters don&#039;t reaction fire in the meantime you can use a Cyberdisc and especially a Sectopod (and presumably a worthless reaper too) up to four times, wreaking havoc upon your enemies. According to my personal gaming experience the probability of a Sectopod reaction shooting itself decreases significantly by moving the mind controlled unit only one (double) tile per mouse click. (Euphoniac, 7-2-2009)&lt;br /&gt;
&lt;br /&gt;
:Good catch, though I think that&#039;s been independently reported at [[Exploiting Mind Control#My Pet Alien]]. Maybe it&#039;s not made clear enough, how powerful a tactic that is. As if mind control wasn&#039;t powerful enough! By the way don&#039;t discount Reapers, they are fearsome at close range. And with 4x their usual TUs, they will not have any trouble closing in for the kill. Tasty Floater, chomp chomp! They also have the advantage, for your purposes, that they can&#039;t spoil your fun (and steal &amp;quot;your&amp;quot; TUs) by reaction firing against themselves, or anyone else. [[User:Spike|Spike]] 13:34, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Er... since when could X-com order the Reaper to actually BITE something? ... I&#039;m pretty certain that a mind controlled reaper can run around... and run around... and... that&#039;s about it. Same for those Chryssalids. [[User:Jasonred|Jasonred]] 09:36, 4 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two handed use - experiment ==&lt;br /&gt;
&lt;br /&gt;
Mike The Red, could you create some kind of critical test where an operative had a known but slim chance of success on some Psi task, say 10%, then put another weapon in the other hand - potentially reducing the chance below zeros - and make repeated attempts. If you do say thirty attempts and they don&#039;t succeed, that strongly suggests the two hand penalty is being applied. Though, if it&#039;s just going to multiply the success chance by 0.8 - that is going to take a lot more testing to detect. Unless someone knows where to inspect the code. Or another variant of this test would be to create a situation where the operative&#039;s chance of success is known to be 100%, then introduce the second hand item, run a large number of tests, and see if they ever fail. [[User:Spike|Spike]] 06:55, 20 September 2012 (EDT)&lt;br /&gt;
:Hi Spike, sure! That would be great...&lt;br /&gt;
:Start with [[Psionic_Equations#Alien_Psi_Stats|alien psi defense strength]] and determine the [[Psionic_Equations#Distance|distance]] for your soldier to get a specific percent. Since we might test (just as a straw theory) that having hands full causes a 20% decrease, we could stand at a place that should give 22% success. Verify it with only psi-amp in hands (maybe 100 tries; probably 18-26 successes), then try another 100 with hands full. That&#039;ll probably be 1-3 successes in 100 tries if the rate has indeed reduced to 2%, way different than the 22% rate. (But if there are &#039;&#039;no&#039;&#039; successes, the decrease must be worse.)&lt;br /&gt;
:As an example, say you have a psi noob (so you can get close) with psi str 90 and psi skl 19 (AS 34) versus certain Superhuman common aliens at DS 46 (see alien stats table). Using the Distance equation, terms are AS - DS - .56 A% + 25 = 34 - 45 - .56 * 22 + 25 = a distance of about 1. Just play with the equation if you have a different situation; let me know if I can help. You can also directly edit [[UNITREF.DAT]], of course, to change the psi values.&lt;br /&gt;
:For mind-numbing work like this, I rely on [[UNITREF.DAT]] experience counters instead of manually keeping track. Then I don&#039;t even have to pay much attention and get the count perfect. If you set up a test game and then do exactly 2 (or 3) attempts every turn for X number of turns, you know exactly how many attempts you made. And the counter will say exactly how many successes (a fail adds 1 and success adds 3, so use (counter-attempts)/2). Keep in mind the 255 limit on the counter if you try different test scenarios. But manual counting will get you a decent answer, too.&lt;br /&gt;
:If you want to try other distances, etc., just try variations on the above. But always check the psi values for targets and test with only psi-amp at least some, to make sure the setup is working as expected. Let me know if you don&#039;t understand anything.&lt;br /&gt;
:It&#039;d be cool if you tested it! Then we&#039;d know. I&#039;ve never seen this point brought up (that it&#039;s 2H), but I think I inadvertently decreased success the other day by also holding pistols while psi training (which I was going to follow up with reaction training), then it occurred to me - it&#039;s 2H in OBDATA! I didn&#039;t really have time to test, though, so I made a quick note on the page and holstered my pistols. :)  -[[User:MikeTheRed|MikeTheRed]] 18:10, 20 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers&amp;diff=36645</id>
		<title>Soldiers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers&amp;diff=36645"/>
		<updated>2012-09-20T21:16:17Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Permanent Soldier Attributes */  Does anyone mind? I look up the equations a lot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[병사|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldiers&#039;&#039;&#039; are the most important combat unit in the X-COM series. They will need to be outfitted with [[Weapons|weapons]], [[Equipment (EU)#Armour|armour]], and other [[Equipment (EU)#Miscellaneous|equipment]] to aid them. As they complete combat missions they gain [[experience]] in the form of increased attributes, and can also increase in [[rank]]. &lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
* [[Squad Composition and Tactics]]&lt;br /&gt;
* [[Hiring/firing]]&lt;br /&gt;
* [[Raw recruit statistical likelihood|Recruit statistics]]&lt;br /&gt;
* [[Transfer#Transfers|Transfers]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
== Permanent Soldier Attributes ==&lt;br /&gt;
Soldiers in X-COM are not characters in a book. They are units in a combat simulator. They are a name, a picture, and some attributes. They have no dialogue, no background, no inner-revelation on the nature of war. They are mortal. If one or all die, they will be replaced. &lt;br /&gt;
&lt;br /&gt;
* [[Time Units]]&lt;br /&gt;
* [[Energy]]&lt;br /&gt;
* [[Health]]&lt;br /&gt;
* [[Bravery]]&lt;br /&gt;
* [[Reactions]]&lt;br /&gt;
* [[Firing Accuracy]]&lt;br /&gt;
* [[Throwing Accuracy]]&lt;br /&gt;
* [[Strength]]&lt;br /&gt;
* [[Psionics]]&lt;br /&gt;
** [[Psionic Strength]]&lt;br /&gt;
** [[Psionic Skill]]&lt;br /&gt;
** [[Psionic Equations]]&lt;br /&gt;
* [[Rank]]&lt;br /&gt;
* Hidden Stats:&lt;br /&gt;
** [[Melee Accuracy]]&lt;br /&gt;
&lt;br /&gt;
== Combat Attributes and Conditions == &lt;br /&gt;
&lt;br /&gt;
The following are combat attributes and conditions that are present only during tactical missions. Most combat attributes are normally derived from a soldier&#039;s main stats, while combat conditions can be caused by a variety of actions during the battle. &lt;br /&gt;
&lt;br /&gt;
* [[Reaction fire formula|Current Reaction Level]] (aka Initiative) &lt;br /&gt;
* [[Energy#Recovery|Energy Recovery]]&lt;br /&gt;
* [[Height]]&lt;br /&gt;
* [[Fatal Wounds]]&lt;br /&gt;
* Incapacitation (Soldier becomes immobilized, prevented from moving or loss of control) &lt;br /&gt;
** [[Stun]], [[Unconscious]]&lt;br /&gt;
** [[Morale]]&lt;br /&gt;
*** [[Panic]], [[Berserk]]&lt;br /&gt;
** [[Mind Control]]&lt;br /&gt;
&lt;br /&gt;
== Post Combat Conditions ==&lt;br /&gt;
* How [[Experience]] is earned&lt;br /&gt;
* [[Recovery time]] after being injured in battle&lt;br /&gt;
* [[Promotions]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[SOLDIER.DAT]] game file analysis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category: Soldiers]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi-Amp&amp;diff=36537</id>
		<title>Psi-Amp</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi-Amp&amp;diff=36537"/>
		<updated>2012-09-18T23:41:47Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* How To Use */  ok actually this needs exploration. but it does have 2H set in OBDATA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psi-Amp, or Psionic Amplifier, is device that allows X-COM soldiers to access and make use of the same psionic powers that are available to [[Ethereal]]s and high ranking [[Sectoid]]s. Unlike the [[Mind Probe]], the Psi-Amp can only be used by soldiers with [[Psionic Skill]].&lt;br /&gt;
&lt;br /&gt;
The amplifier allows soldiers to attack enemies with two types of mental attacks. Panic and Mind Control. Panic, the easiest of the two attacks, saps a unit&#039;s morale, and puts it in a prime position to panic or go berserk. Panic attacks are an efficient means of training Psi Skill. &lt;br /&gt;
&lt;br /&gt;
Mind control takes direct control over the target&#039;s actions, but is very difficult to perform until some skill is built up. &lt;br /&gt;
&lt;br /&gt;
The range of the amplifier covers the entire field and does not require line of sight between user and target in order to operate. However, targets for the amp must be sighted (by any friendly unit) before they can be attacked.&lt;br /&gt;
&lt;br /&gt;
The prerequisite for researching the Psi-Amp is the [[Psionic Laboratory|Psi-Lab]].&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[M.C. Disruptor]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS33.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**25 TUs per use.&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $160,000 for parts, 500 Engineer Hours, 1 Elerium&lt;br /&gt;
*Sell Price: $194,700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How To Use ==&lt;br /&gt;
During combat, click on the Psi-Amp, select the type of attack, and select a target unit with the cursor.&lt;br /&gt;
&lt;br /&gt;
There are two types of psionic attack:&lt;br /&gt;
&lt;br /&gt;
; PANIC UNIT : If the attack is successful it will reduce the target&#039;s morale and may cause it to panic. &lt;br /&gt;
; MIND CONTROL : If this is successful, then you will gain immediate control of the enemy unit as if it was one of your own units (except that you cannot directly access the object screen). It is more difficult to control an alien than to panic it, but soldiers with high Psi Skill (say 60 or more) and Strength can capture many additional &amp;quot;soldiers&amp;quot; during a mission.  See [[Psionics]] for the specific formulas.&lt;br /&gt;
&lt;br /&gt;
Unlike other combat actions, failure with any of the above attacks will still count towards experience. &lt;br /&gt;
&lt;br /&gt;
Note: if you mind control a large unit, such as a [[Cyberdisc]], be sure to get all four quarters of the unit under control. &lt;br /&gt;
If not, once moved, the Cyberdisc may shoot the &#039;Alien&#039; quarters of itself because of its high reaction stat. &lt;br /&gt;
Other large aliens (such as the [[Sectopod]]) do the same, but the [[Cyberdisc]] is deadly because of its explosive nature. Melee aliens like the [[Reaper]] will not attack themselves.&lt;br /&gt;
&lt;br /&gt;
Additional Note on large units: An alternative, if you&#039;re lucky, is to Mind Control only 1 square of the unit, move as much as possible, Mind Control another square, move as much as possible, and repeat. This makes the unit a very effective scout but it tends to be self-destructive if it can shoot. The large aliens are actually 4 units moving at the same time so you can actually make the alien move in 2 directions without incurring Reaction Fire so long as you keep the piece(s) out of the other piece(s) line of sight since they will look the same direction as your Mind Controlled piece. You can also avoid reaction fire by making sure it doesn&#039;t have enough TU&#039;s to fire on your Mind Controlled piece(s) since the Alien-Controlled piece(s) have the same TU&#039;s you have at the moment. Ex.: Sectopod piece has 8 TU&#039;s left to move with. Other pieces can&#039;t shoot since they take more TU&#039;s than the ones currently available.&lt;br /&gt;
&lt;br /&gt;
The Psi-Amp is two-handed. Holding something in your free hand may lower its chance of success.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Psionic Laboratory|Psi-Lab]]&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
*[[Psionic Skill]]&lt;br /&gt;
*[[Psionic Strength]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi-Amp&amp;diff=36536</id>
		<title>Psi-Amp</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi-Amp&amp;diff=36536"/>
		<updated>2012-09-18T23:07:53Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* How To Use */  I don&amp;#039;t know how much 1H lowers the rate... maybe 20% like for the accuracy formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psi-Amp, or Psionic Amplifier, is device that allows X-COM soldiers to access and make use of the same psionic powers that are available to [[Ethereal]]s and high ranking [[Sectoid]]s. Unlike the [[Mind Probe]], the Psi-Amp can only be used by soldiers with [[Psionic Skill]].&lt;br /&gt;
&lt;br /&gt;
The amplifier allows soldiers to attack enemies with two types of mental attacks. Panic and Mind Control. Panic, the easiest of the two attacks, saps a unit&#039;s morale, and puts it in a prime position to panic or go berserk. Panic attacks are an efficient means of training Psi Skill. &lt;br /&gt;
&lt;br /&gt;
Mind control takes direct control over the target&#039;s actions, but is very difficult to perform until some skill is built up. &lt;br /&gt;
&lt;br /&gt;
The range of the amplifier covers the entire field and does not require line of sight between user and target in order to operate. However, targets for the amp must be sighted (by any friendly unit) before they can be attacked.&lt;br /&gt;
&lt;br /&gt;
The prerequisite for researching the Psi-Amp is the [[Psionic Laboratory|Psi-Lab]].&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[M.C. Disruptor]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS33.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**25 TUs per use.&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $160,000 for parts, 500 Engineer Hours, 1 Elerium&lt;br /&gt;
*Sell Price: $194,700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How To Use ==&lt;br /&gt;
During combat, click on the Psi-Amp, select the type of attack, and select a target unit with the cursor.&lt;br /&gt;
&lt;br /&gt;
There are two types of psionic attack:&lt;br /&gt;
&lt;br /&gt;
; PANIC UNIT : If the attack is successful it will reduce the target&#039;s morale and may cause it to panic. &lt;br /&gt;
; MIND CONTROL : If this is successful, then you will gain immediate control of the enemy unit as if it was one of your own units (except that you cannot directly access the object screen). It is more difficult to control an alien than to panic it, but soldiers with high Psi Skill (say 60 or more) and Strength can capture many additional &amp;quot;soldiers&amp;quot; during a mission.  See [[Psionics]] for the specific formulas.&lt;br /&gt;
&lt;br /&gt;
Unlike other combat actions, failure with any of the above attacks will still count towards experience. &lt;br /&gt;
&lt;br /&gt;
Note: if you mind control a large unit, such as a [[Cyberdisc]], be sure to get all four quarters of the unit under control. &lt;br /&gt;
If not, once moved, the Cyberdisc may shoot the &#039;Alien&#039; quarters of itself because of its high reaction stat. &lt;br /&gt;
Other large aliens (such as the [[Sectopod]]) do the same, but the [[Cyberdisc]] is deadly because of its explosive nature. Melee aliens like the [[Reaper]] will not attack themselves.&lt;br /&gt;
&lt;br /&gt;
Additional Note on large units: An alternative, if you&#039;re lucky, is to Mind Control only 1 square of the unit, move as much as possible, Mind Control another square, move as much as possible, and repeat. This makes the unit a very effective scout but it tends to be self-destructive if it can shoot. The large aliens are actually 4 units moving at the same time so you can actually make the alien move in 2 directions without incurring Reaction Fire so long as you keep the piece(s) out of the other piece(s) line of sight since they will look the same direction as your Mind Controlled piece. You can also avoid reaction fire by making sure it doesn&#039;t have enough TU&#039;s to fire on your Mind Controlled piece(s) since the Alien-Controlled piece(s) have the same TU&#039;s you have at the moment. Ex.: Sectopod piece has 8 TU&#039;s left to move with. Other pieces can&#039;t shoot since they take more TU&#039;s than the ones currently available.&lt;br /&gt;
&lt;br /&gt;
The Psi-Amp is two-handed. Holding something in your free hand will lower its chance of success.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Psionic Laboratory|Psi-Lab]]&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
*[[Psionic Skill]]&lt;br /&gt;
*[[Psionic Strength]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage&amp;diff=36460</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage&amp;diff=36460"/>
		<updated>2012-09-17T15:40:13Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Damage in the world of X-COM follows a series of rules that define how damage is dealt and taken. This article will explain the basics of how damage works.&lt;br /&gt;
&lt;br /&gt;
=== Definitions === &lt;br /&gt;
&lt;br /&gt;
For the purpose of this article, &#039;&#039;&#039;damage&#039;&#039;&#039; will be differentiated into two main categories: &lt;br /&gt;
&lt;br /&gt;
;Firearm: This damage type covers most damage types as per the table below. The damage types generally only affect a single target at a time, with the exception of area-effect stun. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} cellpadding=&amp;quot;3&amp;quot;  border = &amp;quot;1&amp;quot; align = &amp;quot;center&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
! Enemy Unknown/UFO Defense&lt;br /&gt;
! Terror From The Deep&lt;br /&gt;
&lt;br /&gt;
|- valign = &amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Armour Piercing (AP)&lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Acid Spit (Celatid) &lt;br /&gt;
* Stun (Melee and Area Effect)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* AP&lt;br /&gt;
* Gauss&lt;br /&gt;
* Sonic&lt;br /&gt;
* Drill&lt;br /&gt;
* Electric Shock (Deep One) &lt;br /&gt;
* Freeze (Melee and Area Effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Explosive: This damage type covers all weapons that use the &#039;&#039;High Explosive&#039;&#039; damage type, from grenades to rockets. High explosives will deal damage to all targets in a set area, with every tile away from the middle of the blast losing 10 points of maximum damage until it reaches 0 or it hits the range limit of 13 tiles. &lt;br /&gt;
&lt;br /&gt;
;[[Incendiary]]: This covers Incendiary/Phosphor damage. Because this type of damage follows its own complex damage model, it will not be covered here. Refer to its article for the particulars. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each damage category above will affect three different target categories, &#039;&#039;&#039;unit&#039;&#039;&#039;, &#039;&#039;&#039;terrain&#039;&#039;&#039;, and &#039;&#039;&#039;object&#039;&#039;&#039;, in slightly different ways. &lt;br /&gt;
&lt;br /&gt;
;Unit: Cover all actors in the field from X-COM units to aliens to tanks. &lt;br /&gt;
&lt;br /&gt;
;Terrain: Cover all floors, ceilings, walls and any other fixtures that are contained in a tile such as light poles, post boxes, tables, &#039;middle&#039; walls, oil drums, etc.  &lt;br /&gt;
&lt;br /&gt;
;Object: Covers all items that can be picked up off the ground and manipulated by &#039;&#039;&#039;units&#039;&#039;&#039;, including weapons and bodies.&lt;br /&gt;
&lt;br /&gt;
== Effects of Damage ==&lt;br /&gt;
&lt;br /&gt;
If a target is attacked and the damage dealt is a negative number or zero, no damage is done. Player units will still earn [[Firing Accuracy]] [[experience]] if the target is an alien controlled unit. &lt;br /&gt;
&lt;br /&gt;
If the bullet does damage, henceforth called Penetrating Damage, the target&#039;s health will be deducted while terrain or objects will be destroyed. &lt;br /&gt;
&lt;br /&gt;
Against units there are additional effects such as adding critical wounds, stun damage, morale loss and a chance that the armour plate that it struck will deteriorate by a few points, as shown [[Damage#Armor_vs._Health_Damage|below]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
&lt;br /&gt;
In its purest form, the amount of damage a target will take from a weapon is:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Damage to Target = Damage - Armour&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Damage&#039;&#039;&#039; component, being the main subject of this article, is broken down into the following formula:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Damage = Base Weapon Damage &amp;amp;times; Random Weapon Range &amp;amp;times; Damage Modifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the final Damage value is calculated, any fractions are dropped and only the integer value is used. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s expand on the variables a bit:&lt;br /&gt;
&lt;br /&gt;
; Base Weapon Damage: This is the number that you see for the weapon in the UFOpaedia. &lt;br /&gt;
&lt;br /&gt;
; Random Weapon Range: This is the random number roll that alters how much damage is to be dealt. For firearms, a value between 0% and 200% is rolled while explosives will perform a 50% to 150% roll. &lt;br /&gt;
&lt;br /&gt;
; Damage Modifier : This is a percentage value that controls how weak or how strong the bullet will affect certain classes of targets. &lt;br /&gt;
&lt;br /&gt;
; Armour : The armour section the bullet hit. Armour is pure damage reduction.&lt;br /&gt;
&lt;br /&gt;
== Random Damage Ranges ==&lt;br /&gt;
&lt;br /&gt;
When calculating damage, the game first performs a random dice roll to determine what percentage of the base weapon damage is to be dealt to the target. &lt;br /&gt;
&lt;br /&gt;
This variability allows for a simple simulation of critical hits that defeat the target instantly, deal normal damage or dud shots that hit but are absorbed/deflected by the target&#039;s armour.   &lt;br /&gt;
&lt;br /&gt;
The following table shows the damage ranges for the two main weapon categories, against the three different target types. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|{{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|-{{stdTable Sub_Heading}}&lt;br /&gt;
! align = &amp;quot;left&amp;quot; | Target \ Damage  &lt;br /&gt;
! Firearms &lt;br /&gt;
! Explosive&lt;br /&gt;
|-&lt;br /&gt;
! {{stdTable Sub_Heading}} align = &amp;quot;left&amp;quot; |Units &lt;br /&gt;
| 0 - 200% &lt;br /&gt;
| 50% - 150%&lt;br /&gt;
|- &lt;br /&gt;
! {{stdTable Sub_Heading}} align = &amp;quot;left&amp;quot; |Terrain &lt;br /&gt;
| 25% - 75% &lt;br /&gt;
| 50% &lt;br /&gt;
|- &lt;br /&gt;
! {{stdTable Sub_Heading}} align = &amp;quot;left&amp;quot; |Objects &lt;br /&gt;
| n/a&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 100%&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Objects are only damaged by high explosives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; Objects technically use the Unit damage ranges to determine how much damage to compare against. &lt;br /&gt;
&lt;br /&gt;
In effect, weapon damages listed in the UFOpaedia are the averages for the weapons. &lt;br /&gt;
&lt;br /&gt;
== Damage Modifiers ==&lt;br /&gt;
&lt;br /&gt;
The term &#039;&#039;&#039;Damage Modifier&#039;&#039;&#039; was coined through discussions on various X-COM web forums and is used on this wiki to describe the target&#039;s resistance and vulnerabilities to certain damage types. These numbers are not visible to the player in the game. &lt;br /&gt;
&lt;br /&gt;
Units are typically divided into various armour classes. While many units have their unique armour classes, there are some groups that share the same class. For example civilians, unarmoured X-COM units, Sectoids, Celatids and Floaters are classed as having humanoid armour. Muton or Lobsterman on the other hand have their own unique armour classes. &lt;br /&gt;
&lt;br /&gt;
Each class has a table of percentages that tell how susceptible they are to all the possible damage types. &lt;br /&gt;
&lt;br /&gt;
When calculating damage, the result of the random damage roll (as mentioned above) is multiplied by the damage modifier to provide the amount of raw damage done by the attack. &lt;br /&gt;
&lt;br /&gt;
See the main [[Damage Modifiers]] or [[Damage Modifiers (TFTD)]] for the data tables of all the damage modifiers used in either game. For another way to view the same info, see [[Kill_Modelling#Modifiers|this]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects of Armour == &lt;br /&gt;
&lt;br /&gt;
Armour is the protective plating found on any of the possible sides that the bullet may hit. Its role in the damage calculation is simply to reduce the final calculated damage after the random roll and damage modifiers have been applied. &lt;br /&gt;
&lt;br /&gt;
For firearm damage, units can be hit from the Front, Rear, Left and Right armour. &lt;br /&gt;
&lt;br /&gt;
Explosive and area-effect stun damage will target Under armour if the target is at or adjacent to the [[Explosions#Distance_from_Ground_Zero|centre]] of the explosion. For all other ranges in the blast radius are treated as directional damage originating from the centre of the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Terrain and Object Armour === &lt;br /&gt;
&lt;br /&gt;
Terrain and Objects do not have hit-points and rely solely on their fixed armour levels. If damage exceeds their armour, they are destroyed, otherwise they survive.  &lt;br /&gt;
&lt;br /&gt;
When terrain is destroyed, it is replaced by the next &#039;damaged&#039; tile in its sequence. When all available tiles are destroyed, only a regular earth tile will remain on the ground. In the case of tiles suspended in the air, nothing will remain or in some cases the last damaged tile that is not solid.  &lt;br /&gt;
&lt;br /&gt;
Objects are destroyed completely when their armour is exceeded by the damage. See [[Explosions#Object Destruction|Object Destruction]] for the specifics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Note that negative damage values in the following examples are treated as no damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The first example shows two attacks that are altered by a normal and a reduced damage modifier. &lt;br /&gt;
&lt;br /&gt;
You are attacking a Floater soldier and a Cyberdisc. Both are attacked with a standard rifle from the front. What sort of damage are you going to expect to get from these attacks?  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle&#039;&#039;&#039;&lt;br /&gt;
: Damage = 30 AP &lt;br /&gt;
: AP damage range = 0 - 200% &lt;br /&gt;
&lt;br /&gt;
With the rifle we know that it can normally can do between 0 to 60 damage per bullet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Floater Soldier&#039;&#039;&#039; &lt;br /&gt;
: Susceptibility vs. AP = 100% &lt;br /&gt;
: Front Armour = 8&lt;br /&gt;
&lt;br /&gt;
Since the damage modifier is 100%, there&#039;s no change to the rifle&#039;s 0 to 60 damage range. &lt;br /&gt;
&lt;br /&gt;
After armour deduction, the rifle will do between -8 to 52 damage. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberdisc Terrorist&#039;&#039;&#039;&lt;br /&gt;
: Susceptibility vs. AP = 80% &lt;br /&gt;
: Front Armour = 34 &lt;br /&gt;
&lt;br /&gt;
With the 80% damage modifier, the Rifle&#039;s damage is reduced and will do 0 to 48 damage. &lt;br /&gt;
&lt;br /&gt;
After armour deduction, the rifle bullet will do between -34 to 14 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are attacking three Lobsterman Soldiers head on. One is attacked with a Sonic Cannon, one with a Disrupter Pulse Launcher and the last one with a Thermal Shok Launcher. Assume all shots hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lobsterman Soldier&#039;&#039;&#039;&lt;br /&gt;
:Susceptibility vs. Sonic = 50% &lt;br /&gt;
:Susceptibility vs. HE = 30% &lt;br /&gt;
:Susceptibility vs. Freeze = 110% &lt;br /&gt;
:Front armour: 20&lt;br /&gt;
:Under Armour: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon&#039;&#039;&#039;&lt;br /&gt;
:Damage: 130 Sonic&lt;br /&gt;
:Sonic Damage Range: 0 - 200% &lt;br /&gt;
&lt;br /&gt;
The Sonic Cannon&#039;s expected to deal between 0 to 260 damage. Altered by the Lobsterman&#039;s hefty 50% resistance, it is reduced to 0 to 130 damage. &lt;br /&gt;
&lt;br /&gt;
After armour deductions, -20 to 110.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupter Pulse Launcher&#039;&#039;&#039;&lt;br /&gt;
:Damage: 210HE&lt;br /&gt;
:HE Damage Range: 50% - 150% &lt;br /&gt;
&lt;br /&gt;
The Disupter Pulse Launcher can do between 105 to 315 points of damage. After the Lobsterman&#039;s HE damage modifier is applied, this is reduced to 31 to 94 (note that the fractions are dropped). &lt;br /&gt;
&lt;br /&gt;
After deducting 10 under armour, damage is reduced to 21 to 84. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal Shok Launcher&#039;&#039;&#039;&lt;br /&gt;
:Damage: 120 Freeze&lt;br /&gt;
:Freeze Damage Range: 0 - 200% &lt;br /&gt;
&lt;br /&gt;
Thermal Shok bombs can do between 0 to 240 non-lethal damage. Factoring in the Lobsterman&#039;s 110% vulnerability to freeze, Shok Bombs can deal between 0 - 264 non-lethal damage to them. &lt;br /&gt;
&lt;br /&gt;
After the 10 under armour is deducted, the Lobsterman Soldier will take between -10 and 254 stun damage. &lt;br /&gt;
&lt;br /&gt;
=== Advanced Example === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adapted from [http://www.xcomufo.com/forums/index.php?act=ST&amp;amp;f=280&amp;amp;t=8701&amp;amp;st=37# Zombie&#039;s] kindly example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scenario:&#039;&#039;&#039; Beginner level Muton mission. Your soldier is carrying a normal Pistol and you want to know what is the chance that a Muton Soldier&#039;s front armor will absorb a direct hit without lowering health.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Vitals:&#039;&#039;&#039; &lt;br /&gt;
 Muton Soldier front armor = 10&lt;br /&gt;
 Muton Soldier health = 125&lt;br /&gt;
 Muton susceptibility to Armor Piercing ammo = 60%&lt;br /&gt;
 Pistol listed power = 26 (average)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Calculation:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 Max damage for a Pistol against a Muton is lowered due to susceptibility:&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Modified max damage&#039;&#039;&#039; = INT(26 * 2 * 60 / 100)&lt;br /&gt;
                      = INT(52 * 60 / 100) &lt;br /&gt;
                      = INT(3120 / 100)&lt;br /&gt;
                      = INT(31.2)&lt;br /&gt;
                      = 31&lt;br /&gt;
 &lt;br /&gt;
 where 2 is the max modifier (200% of UFOpaedia listed power) and 60/100 is the damage modifier (60%)&lt;br /&gt;
&lt;br /&gt;
The range of values the Pistol can deal is 0 to 31 points of damage (or a range of 32 different values). The equation&#039;s steps are shown because XCOM&#039;s math sometimes leads to slightly unexpected values in [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;view=findpost&amp;amp;p=41445 subsequent] steps. &lt;br /&gt;
&lt;br /&gt;
The Muton Soldier has a front armor rating of 10. It will absorb up to this much damage without changing health. In other words, it will negate the first 10 points of damage a Pistol can dish out (0-10; 11 possible values). Since the Pistol has a range of 32 possible values, the probability that a direct hit will be blocked by Muton armor is simply 11 / 32 = &#039;&#039;&#039;34.4%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Okay, say you want to know the probability of doing damage to a Muton&#039;s health. The pistol still has 32 values, but instead of absorption we want penetration. 10 points of damage is absorbed, so we need at least 11 to penetrate. 32 - 11 = 21 values which will breach. 21 / 32 = &#039;&#039;&#039;65.6%&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
21 is also the maximum number of damage points which might be deducted from the Muton&#039;s health. Assuming the Muton was initially uninjured, in the worst case (for him!) he will have an ending health of 125 - 21 = &#039;&#039;&#039;104&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On average, there will be 15.5 damage dealt (0-31). Then armor (10) reduces this to an actual (penetrating) average damage of &#039;&#039;&#039;7.22&#039;&#039;&#039;. (It&#039;s not simply 15.5-10=5.5 because initial damage that&#039;s less than ten becomes zero penetrating damage, not negative penetrating damage. The removal of these negative values causes the expected average to rise, as it were.)&lt;br /&gt;
&lt;br /&gt;
If you need precision while testing, note that the game applies truncation &#039;&#039;after&#039;&#039; making its damage roll. It does not first determine the maximum (including damage modifiers), and then roll randomly/evenly from 0 up to the maximum, per se. To wit: if you hack a pistol to an average damage strength of 1, there would not be an overall roll of 0 to a maximum of 1 (with average damage of &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;) as might be implied from the Muton-versus-AP example above. Instead, there is a roll of 0, 1, or 2, to which the .6 modifier is applied. Only a roll of 2 results in non-zero damage (INT(2x60/100)= INT(1.2)= 1), and the Muton only takes an average of &#039;&#039;&#039;&#039;&#039;0.33&#039;&#039;&#039;&#039;&#039; damage, not 0.5. Usually this effect is insignificant relative to the large damage values found in the game, but it could matter in testing situations involving very low damage strengths. It also means you need to take into account all possible values versus individual truncation effects, if you want an ultra-precise listing of e.g. how often armor is breached.&lt;br /&gt;
&lt;br /&gt;
== Penetrating Damage vs Armor Damage, Health Damage and Fatal Wounds ==&lt;br /&gt;
&lt;br /&gt;
Penetrating Damage is simply the final, modified damage (modified by all susceptibility and vulnerability factors), minus the current armor level on the relevant facing of the target. &lt;br /&gt;
&lt;br /&gt;
When there is &#039;&#039;&#039;Penetrating Damage&#039;&#039;&#039; (i.e., damage is &amp;gt;0 and not all blocked by armor), Health and Armor Damage occurs, i.e. Health and Armor levels are reduced. &lt;br /&gt;
&lt;br /&gt;
Health Damage - the reduction in the target&#039;s current Health - is simply equal to Penetrating Damage. Health is allowed to go to negative values (negative values are only really relevant to Stun damage - otherwise, dead is dead).&lt;br /&gt;
&lt;br /&gt;
Health Damage, in turn, dictates the probability of suffering [[Fatal Wounds]] (normally just for XCom soldiers):&lt;br /&gt;
&lt;br /&gt;
*Between 1 to 10 points of Health Damage, the chance of Fatal Wounds increases more or less linearly from 9% to 90%&lt;br /&gt;
*There is 100% chance of Fatal Wounds if taking 11 or more points of Health Damage&lt;br /&gt;
*Whenever a target affected by Fatal Wounds, there is always an equal chance of 1, 2 or 3 Fatal Wounds, regardless of Health damage sustained.&lt;br /&gt;
&lt;br /&gt;
For more information on Health Damage versus Fatal Wounds, see [[Fatal_Wounds#Probability_of_Fatal_Wounds]].&lt;br /&gt;
&lt;br /&gt;
Armor Damage - the amount that the target&#039;s current Armor level is reduced by, on the impacted facing - is equal to one tenth of Penetrating Damage, rounded up (to a maximum of the current Armor Level, since it can&#039;t go below zero). This means that an opponent who is almost invulnerable to your weapons, will slowly become more vulnerable, with every successful penetrating hit.&lt;br /&gt;
&lt;br /&gt;
Note that Stun/Freeze damage, and Fire damage, do not reduce Armour level, and do not cause Fatal Wounds. &lt;br /&gt;
&lt;br /&gt;
=== Relationship Between Health and Armor Damage ===&lt;br /&gt;
&lt;br /&gt;
For situations where Penetrating Damage is less than the current Armor level, Health and Armor Damage have a very simple relationship to each other:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Health Damage&#039;&#039;&#039; = 10 * Armor Damage, minus 1 to 10&lt;br /&gt;
 &lt;br /&gt;
 Or the other way around:&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Armor Damage&#039;&#039;&#039; = INT( Health Damage / 10 ) + 1&lt;br /&gt;
 &lt;br /&gt;
 In table form:&lt;br /&gt;
 &lt;br /&gt;
 Armor  &amp;lt;u&amp;gt;Health Damage&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Damage&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
    0      0    0&lt;br /&gt;
    1      1    9&lt;br /&gt;
    2     10   19&lt;br /&gt;
    3     20   29&lt;br /&gt;
    4     30   39&lt;br /&gt;
    5     40   49&lt;br /&gt;
    6     50   59&lt;br /&gt;
    7     60   69&lt;br /&gt;
    8     70   79&lt;br /&gt;
    9     80   89&lt;br /&gt;
        etc.&lt;br /&gt;
&lt;br /&gt;
Of course, this assumes armor is not zeroed out by the hit. Also note that you will always have armor damage if you have health damage and vice-versa, if there was damage penetration. Stated another way, you will never have armor damage if you don&#039;t have health damage (i.e., when there is insufficient damage to breach the armor).&lt;br /&gt;
&lt;br /&gt;
You will see this health/armor relationship if you watch damage from individual hits. However, the relationship is muddied if you only look at a unit after a number of hits (or, of course, if armor is broken through). The most extreme example would be if a unit were hit with e.g. five hits of 1 penetrating damage point each. The unit would have 5 health damage and 5 armor damage, which would appear contrary to the above table.&lt;br /&gt;
&lt;br /&gt;
This relationship has been been tested for a wide variety of explosions and some light weapons vs. Mutons, and some hits on soldiers. It has not otherwise been widely tested, but is presumed true unless/until found otherwise.&lt;br /&gt;
&lt;br /&gt;
As stated, the above is for damage that &#039;&#039;&#039;penetrates&#039;&#039;&#039;. It is possible for hits (guns or explosions) to do zero damage. This happens on the rare occasion that a weapon damage roll is actually zero, or, much more commonly, when armor has blocked all the damage. You still get an experience point toward [[Firing Accuracy]] if damage fails to penetrate. You only have to hit the target(s) to get Firing experience; there doesn&#039;t have to be damage.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Firing Accuracy]]&lt;br /&gt;
*[[Health]]&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Celatid&amp;diff=36438</id>
		<title>Celatid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Celatid&amp;diff=36438"/>
		<updated>2012-09-16T17:08:36Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Notes */  a little clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:celatid.gif|right|Celatid]]&lt;br /&gt;
&#039;&#039;&#039;Celatids&#039;&#039;&#039; are an alien [[Terror Units|Terror Unit]] accompanying [[Muton]]s along with [[Silacoid]]s. As with all terror units, they can be encountered on [[Terror Mission]]s, [[Base Defense]], with a [[Terror ship|Terror Ship]] or [[Battleship]], [[Alien Base Assault]]s, and finally on [[Cydonia]].&lt;br /&gt;
&lt;br /&gt;
The Celatid&#039;s only means of attack is its acid spit. This does an exceptional 140HP damage, making it the most powerful non-HE weapon in the game(!), increased by 60% on unarmoured soldiers and [[civilian]]s (and even 10% on [[Personal Armour]]ed soldiers). Now combine this with a firing accuracy that can reach 124% (on Superhuman difficulty) and the Celatid makes for a rather deadly foe.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               70-81&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            62&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         40-49&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-75&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           90&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   50-124&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      60-69&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            140 Venom&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            75%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           110%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            30%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           60%&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This life-form has the mysterious natural ability to float through the air. It appears to detect human brain waves and will move towards a human target even if well hidden. Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. The creature has the ability to clone itself at an alarming rate. It accompanies the [[Muton]] race in its wanderings.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:celatidautopsy.gif|right|Celatid - Autopsy]]&lt;br /&gt;
The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Celatid:&lt;br /&gt;
* We&#039;re not sure what the eggheads mean about tracking hidden targets or rapid reproduction cycles, but none of this activity has ever been observed in the field, except the tracking hidden targets after turn 20, which ALL aliens perform.&lt;br /&gt;
* The Celatids acid spit does 1.6x damage to unarmoured soldiers and civilians.&lt;br /&gt;
* It does 0.4x damage to tanks and hovertanks.&lt;br /&gt;
* Celatid has a weakness to its own spit!&lt;br /&gt;
* Very accurate attack.&lt;br /&gt;
* If in range, can attack up to 3 times in one turn.&lt;br /&gt;
* It&#039;s quite fast.&lt;br /&gt;
* It&#039;s quite small, making for a harder target.&lt;br /&gt;
* It has poor armor.  It can fall to conventional weapons, and even a glancing shot from heavy plasma will usually kill it.&lt;br /&gt;
* Its acid spit follows an arcing trajectory that the game traces just like it does for grenades. Because of this, its effective range is 7 squares indoors (with a roof immediately overhead), or 16 squares outdoors.&lt;br /&gt;
* If aimed at an outer UFO hull (most likely via [[Mind Control]]), Celatid spit is strong enough to penetrate 7.14% of the time (see [[Destroying Terrain]]). &lt;br /&gt;
** Due to its trajectory, it cannot target walls directly, so it&#039;s a bad choice for them despite its high damage. However, it can target (and penetrate) a UFO&#039;s roof (or floor) from above or below, so it&#039;s great for this.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Experience&amp;diff=36436</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Experience&amp;diff=36436"/>
		<updated>2012-09-16T14:29:25Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: Reverting to 11 actions needed for max increase as per Talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A soldier earns experience during combat. After the mission, the soldier will then earn a random amount of stat increases based on what experience the soldier acquired during combat. &lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Experience, in X-COM, is the accumulation of combat experience by successfully performing actions. After combat, this experience is applied towards the improvement of stats. &lt;br /&gt;
&lt;br /&gt;
This article discusses how experience is earned and how it affects a soldier&#039;s stats. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== How Experience Points Are Applied ==&lt;br /&gt;
&lt;br /&gt;
Soldier stats can be divided into two areas, &#039;&#039;&#039;primary&#039;&#039;&#039; and &#039;&#039;&#039;secondary&#039;&#039;&#039; stats.&lt;br /&gt;
&lt;br /&gt;
=== Primary Stats ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primary Stats&#039;&#039;&#039; are stats that are directly influenced by the actions that they are associated with. These actions can be called &#039;&#039;&#039;Primary Actions&#039;&#039;&#039;. Here are the Primary Stats:&lt;br /&gt;
**[[Reactions]]&lt;br /&gt;
**[[Firing Accuracy]]&lt;br /&gt;
**[[Melee Accuracy]]&lt;br /&gt;
**[[Throwing Accuracy]]&lt;br /&gt;
**[[Psionic Skill]]&lt;br /&gt;
**[[Bravery]]&lt;br /&gt;
&lt;br /&gt;
* Every time a Primary Action is taken, &#039;&#039;&#039;Primary Skill Points&#039;&#039;&#039; are earned. They count the number of successful primary actions taken. This is used to calculate how much experience is gained at the end of combat. Refer to the individual stat pages by clicking on the links above for the specifics on each stat. &lt;br /&gt;
&lt;br /&gt;
* The number of primary skill points you earn at the end of a mission relies &amp;lt;i&amp;gt;solely&amp;lt;/i&amp;gt; on the number of primary actions you perform during combat, as shown below. Your current skill level &amp;lt;i&amp;gt;doesn&#039;t matter&amp;lt;/i&amp;gt;. It doesn&#039;t matter if you have the lowest recruit value, or you&#039;re one point below the cap.&lt;br /&gt;
&lt;br /&gt;
*Points assigned have a stairstep function, corresponding to a range within which points are rolled. The range increases as more actions are performed:&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Primary&amp;lt;br&amp;gt;Actions !! Roll&amp;lt;br&amp;gt;Range !! Average&amp;lt;br&amp;gt;Increase !! Ave. Inc. /&amp;lt;br&amp;gt; Min. Actions&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2  || 0 - 1 || 0.5 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 5  || 1 - 3 || 2.0 || 0.67&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 1 - 4 || 2.5 || 0.42&lt;br /&gt;
|-&lt;br /&gt;
| 11+  || 2 - 6 || 4.0 || 0.36&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;i&amp;gt;Successful &#039;&#039;&#039;Psi&#039;&#039;&#039; actions count as 3 actions. &#039;&#039;&#039;Bravery&#039;&#039;&#039; uses a different approach. See below.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Performing more than 11 actions &amp;lt;i&amp;gt;won&#039;t cause any more increase&amp;lt;/i&amp;gt;. Once you reach that figure you get a 2-6 roll and that&#039;s that. (Seen in code, and tested to 200+ actions.)&lt;br /&gt;
&lt;br /&gt;
*If there is a limited number of actions your squad can perform (i.e., a limited number of aliens to kill), the &amp;quot;Average Increase / Minimum Actions&amp;quot; shows the most efficient way to go. The 2.0 average increase for 3 actions is best. In other words, if you let one soldier shoot 3 times instead of letting 3 soldiers shoot one time, the average increase for the squad as a whole is better (here, an average of 2.0 within the squad versus an average increase of 3 x 0.5 = 1.5 with the same three shots). When there isn&#039;t enough to go around, choose who and how you want to advance your soldiers and allocate actions in this order: &#039;&#039;&#039;3&#039;&#039;&#039; actions (0.67), &#039;&#039;&#039;6&#039;&#039;&#039; actions (0.42), and finally, &#039;&#039;&#039;11&#039;&#039;&#039; actions (0.36). The 1-action level isn&#039;t shown because you should go for 3 actions instead of 1. &lt;br /&gt;
&lt;br /&gt;
*The only time one might have gone for 1 action is if you knew you could only get off 2 more shots, not 3. But short of cheating, [[Damage]] is always unpredictable, so instead of taking 1 shot at 2 soldiers when you think your last alien is about dead, you should probably have 1 soldier see if they can get to 3 shots.&lt;br /&gt;
&lt;br /&gt;
*Notice that any intermediate shots (e.g. your 2nd or 8th shots) are a waste of &amp;lt;strike&amp;gt;aliens&amp;lt;/strike&amp;gt; er, actions unless you reach the next minimum-actions level. You can count bullets as a crude approximation, or use a utility that reads the [[UNITREF.DAT]] experience counters from a saved game for exact counts. The number of bullets you&#039;ve shot will accurately reflect your Reaction counter (unless the person also did direct fire sans reacting), but knowing how many hits were landed for Firing Accuracy can be much more problematic. For a little more detail on efficiency versus experience, see [[User_talk:MikeTheRed#Another_Look_at_Primary_Point_Increases|this]].&lt;br /&gt;
&lt;br /&gt;
*Psi actions are a special case. &amp;lt;b&amp;gt;Successful&amp;lt;/b&amp;gt; panic or mind control (MC) attempts cause the psi experience counter to go up by &amp;lt;b&amp;gt;three&amp;lt;/b&amp;gt; actions. Thus, you only need to do 4 successful MCs or panics to get all the psi skill points you&#039;re going to (4x3=an experience count of 12). But &amp;lt;b&amp;gt;unsuccessful&amp;lt;/b&amp;gt; attempts only cause the counter to go up by &amp;lt;b&amp;gt;one&amp;lt;/b&amp;gt;. So you need 11 failed attempts to get to the 2-6 roll range, just like for all other primary stats.&lt;br /&gt;
&lt;br /&gt;
*[[Throwing_Accuracy|Throwing Accuracy]] is also an oddball. While it follows the rules for all primaries (except Bravery), it &amp;lt;i&amp;gt;only&amp;lt;/i&amp;gt; increases your Throwing Accuracy. It does not trigger secondaries to increase. (It would&#039;ve been too easy to increase stats, otherwise! Actually, Psi is just as easy to develop, but it takes time to research psi, and then it needs more combats to reach its cap.)&lt;br /&gt;
**Letting your soldiers throw 3 times just before ending a mission maximizes Throwing Accuracy growth versus your personal time spent.&lt;br /&gt;
&lt;br /&gt;
*Performing more than 255 actions of a given type will cause all experience to be lost.  This is known to be true for Psi actions, and is undoubtedly true for other actions as well as they are stored in one byte fields. Psi is the only place it&#039;s realistically likely. More precisely, experience gets wrapped around, and starts counting again. If you are seriously testing stats, or are challenging yourself by allowing only one psi person, the distance from 255 to 265 (255-10) is only 4.3%, or 3 to 4 MCs on top of 85 successful Psis (28 turns&#039; worth, if they&#039;ve been successfully MCing since Turn 1). Thus, this may sound scary, but you have &#039;&#039;&#039;nothing to fear&#039;&#039;&#039; unless you&#039;ve had someone successfully MCing 3 times every turn, for 30 turns - and even then, just let them MC a few more. What&#039;s 10 more compared to 255?&lt;br /&gt;
&lt;br /&gt;
* X-COM uses a simple but robust system where all squaddies are expected to participate, and skills increase in proportion to how often they are used.&lt;br /&gt;
&lt;br /&gt;
==== Bravery ====&lt;br /&gt;
&lt;br /&gt;
[[Bravery]] experience can also be gained on the battlefield, but using a different algorithm from other primary stats.  The bravery stat itself is stored in increments of 10 (10 minimum, 100 maximum, with 110 possible for certain non-human units), and it can only increase by 10 points following each combat (it either gains 10, or nothing).&lt;br /&gt;
&lt;br /&gt;
To gain bravery experience, a unit must have its [[Morale]] reduced below 50, where it stands a chance of panicking or going berserk.  If the unit &#039;&#039;successfully resists&#039;&#039; panicking, it will gain a  &amp;quot;bravery experience&amp;quot; point.  Each bravery experience point gives the unit an additional ~9% chance (or an eleventh, to be precise) of gaining +10 Bravery at the end of the combat.  At 11 or more bravery experience points, the +10 Bravery gain is guaranteed.&lt;br /&gt;
&lt;br /&gt;
Like other primary stats, gaining one or more bravery experience points during a combat triggers secondary stat increases.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Stats ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary stats&#039;&#039;&#039; increase when one or more primary actions are performed (except for throwing). Secondary stats are:&lt;br /&gt;
** [[Time Units]]&lt;br /&gt;
** [[Health]]&lt;br /&gt;
** [[Strength]]&lt;br /&gt;
** [[Energy|Energy/Stamina]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secondary skill points&#039;&#039;&#039; work quite differently from primary skills: It &amp;lt;i&amp;gt;does not matter&amp;lt;/i&amp;gt; how many primary actions are taken; all that matters is that you did &amp;lt;i&amp;gt;one&amp;lt;/I&amp;gt; primary action (land a non-IN attack on an enemy, react to something, not panic when [[Morale]] is below 50, or use a psi attack) -- your secondaries will increase all that they&#039;re gonna. It also doesn&#039;t matter if you did more than one &amp;lt;i&amp;gt;kind&amp;lt;/i&amp;gt; of primary action.&lt;br /&gt;
&lt;br /&gt;
* The maximum possible increase is highest when the stat is lowest (it can increase the most when you need it the most). The amount that the stat can increase falls steadily as your secondary skills approach their caps, down to an average of 1 point (range 0-2) per combat for each stat. The overall formula is that you gain 0 to 2 points, plus a tenth (rounded down) of the remaining increase possible. (For a graph, see [[User_talk:MikeTheRed#Secondary_.22Steps.22|this]]). Thus, secondary stats which start very low should increase quickly, and will then increase less rapidly as they rise. Rookies with the lowest possible starting stats will have the following as their max possible roll:&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=3&lt;br /&gt;
|-        &lt;br /&gt;
! &lt;br /&gt;
! Recruit&amp;lt;br&amp;gt;Min !! Max&amp;lt;br&amp;gt;Roll !! Recruit&amp;lt;br&amp;gt;Max !! Overall&amp;lt;br&amp;gt;Cap&lt;br /&gt;
|- &lt;br /&gt;
| TUs || 50 || 5 || 60 || 80&lt;br /&gt;
|-&lt;br /&gt;
| Health || 25 || 5|| 40 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Strength || 20 || 7 || 40 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Energy || 40 || 6 || 70 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The minimum possible roll is always zero for secondaries. Across the four secondaries, soldiers will show wide variations of luck or lack of luck following each combat, just like flipping coins. Still, the odds are that someone low will rise fast. It&#039;s real hard to roll a lot of zeros in a row when the maximum is two or more (and it always is).&lt;br /&gt;
&lt;br /&gt;
*If a primary skill is over its cap, it does still trigger (non-capped) secondaries to increase, by performing it.&lt;br /&gt;
&lt;br /&gt;
=== Soldier Advancement ===&lt;br /&gt;
&lt;br /&gt;
Given the rules of how experience works, one can predict how long it will take soldiers to advance their attributes.&lt;br /&gt;
&lt;br /&gt;
Primary skill advances can be based on hypothetical soldiers who always get:&lt;br /&gt;
* &#039;&#039;&#039;Low experience:&#039;&#039;&#039; 3 primary-skill experience points leading to a 1-3 roll and thus, always an average of 2 points per combat&lt;br /&gt;
* &#039;&#039;&#039;High experience:&#039;&#039;&#039; 11 primary-skill experience points leading to a 2-6 roll and thus, always an average of 4 points per combat&lt;br /&gt;
Secondary skills likewise use an average roll for advancing, according to the decreasing-slope function described above.&lt;br /&gt;
&lt;br /&gt;
Because you can select or reject soldiers based on their starting stats, the more important question becomes, &amp;quot;which stats take the longest to advance from recruit maximum to its cap?&amp;quot; In other words, values above recruit max can&#039;t be &amp;quot;bought&amp;quot;... so which have the farthest to develop and should be focused on, if you want to maximize your stats? &lt;br /&gt;
&lt;br /&gt;
You can use this as a basis for keeping or rejecting new recruits, or otherwise choosing which skills to develop.&lt;br /&gt;
&lt;br /&gt;
The table below shows the number of combats needed for a soldier to advance from recruit maximum to attribute cap, &#039;&#039;&#039;on average&#039;&#039;&#039;. A more detailed look, including starting from recruit minimum, theoretical min and max advancement times, etc., can be found [[Media:XcomAttributeAdvancement.xls|here]] and a PDF of the same is [[Media:XcomAttributeAdvancement.pdf|here]].&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=3&lt;br /&gt;
|- &lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Stat&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Min&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Max&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Cap&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; | Experience&amp;lt;br&amp;gt;Range&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Secondary&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
! Low&lt;br /&gt;
|-&lt;br /&gt;
! colspan = &amp;quot; 7&amp;quot;| Primaries&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Reactions &lt;br /&gt;
| 30 || 60 || 100 || 10 || 20 || &amp;amp;nbsp;   &lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Firing Accuracy &lt;br /&gt;
| 40 || 70 || 120 || 13 || 25  || &amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Throwing Accuracy &lt;br /&gt;
| 50 || 80 || 120 || 10 || 20 || &amp;amp;nbsp;  &lt;br /&gt;
|- &lt;br /&gt;
|  style = &amp;quot;text-align:left;&amp;quot; | Psi Skill &lt;br /&gt;
| 16 || 24 || 100 || 19 || 38  || &amp;amp;nbsp;   &lt;br /&gt;
|-&lt;br /&gt;
! colspan = &amp;quot;7&amp;quot;  | Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Time Units &lt;br /&gt;
| 50 || 60 || 80 || &amp;amp;nbsp; || &amp;amp;nbsp; || 16&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Health &lt;br /&gt;
| 25 || 40 || 60 || &amp;amp;nbsp; || &amp;amp;nbsp; || 16 &lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Strength &lt;br /&gt;
| 20 || 40 || 70 || &amp;amp;nbsp; || &amp;amp;nbsp; || 21&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Stamina &lt;br /&gt;
| 40 || 70 || 100 || &amp;amp;nbsp; || &amp;amp;nbsp; || 24&lt;br /&gt;
|}   &lt;br /&gt;
  &lt;br /&gt;
=== Putting It All Together ===&lt;br /&gt;
&lt;br /&gt;
* While you might focus on the &amp;lt;i&amp;gt;averages&amp;lt;/i&amp;gt; stated above, the actual points assigned are &amp;lt;i&amp;gt;entirely random&amp;lt;/i&amp;gt;. The &amp;lt;b&amp;gt;range&amp;lt;/b&amp;gt; is what you should expect for any one soldier on any one combat mission. This follows the usual X-COM behavior of defining a range and rolling randomly within it.&lt;br /&gt;
&lt;br /&gt;
* Do your best to get every soldier you are interested in developing, to get at least one primary action (not including throwing).  This will trigger secondary stat increases. Then try to shoot for the big breakpoints of 3 or 11 primary actions. Doing more than 11 actions does not increase a particular primary stat any more, so give other soldiers the chance to perform actions once your favorite soldiers have maxed out on theirs.&lt;br /&gt;
&lt;br /&gt;
* Any soldier can (and will!) ultimately become a maxed-out superman. (Not counting Psi-wimps with a low psi strength, who will never improve at all.) The worse a secondary stat is, the quicker it will rise. And you can try to target who performs which primary actions. Taking advantage of the breakpoints of 3 and 11 can also help you manage potential skill increases (a.k.a. targets) as effectively as possible. That said,&lt;br /&gt;
&lt;br /&gt;
* Early in the game, don&#039;t spend much time or money fretting over stats. Any soldier is liable to come up snakes with their Psi strength. And every soldier can otherwise eventually become a superman.&lt;br /&gt;
&lt;br /&gt;
* Once you have strong Psi soldiers, you can easily use [[Experience Training]] to optimize advancement. &lt;br /&gt;
&lt;br /&gt;
*In the endgame (when you have tons of cash), if you&#039;re a micromanager role-playing to make soldiers who are maxed across the board, it&#039;s arguably more important to pick recruits who are not anomalously low in any one stat, rather than ones who are high in a few things. In other words, if your goal is 100% stats, one really bad stat may slow you down more than e.g. being a particularly good newbie shooter. Firing accuracy, reactions, and stamina have the biggest span between recruit values and work needed to max them out.&lt;br /&gt;
&lt;br /&gt;
== Regarding Caps ==&lt;br /&gt;
Every soldier statistic has a maximum allowed value, as shown in the table below. Your soldier will eventually have a value equal to or slightly greater than the cap. It is allowed to go over the cap the very last time you have a combat while it is still under the cap. For example, the maximum Firing Accuracy is 120. If you go into a combat at 119, do lots of shooting, and get a +5 roll, you will walk away with 124 Firing Accuracy - but it will never increase again.&lt;br /&gt;
&lt;br /&gt;
Primary skills can overflow their cap by 5, and secondary skills can overflow their cap by 1, as shown here:&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=3&lt;br /&gt;
|- &lt;br /&gt;
! Primary Stat !! Min Cap !! Max Cap&lt;br /&gt;
|-&lt;br /&gt;
| Reactions || 100 || 105&lt;br /&gt;
|-&lt;br /&gt;
| Firing Accuracy || 120 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Melee Accuracy || 120 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Accuracy || 120 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Psi Skill || 100 || 105+&#039;&#039;&#039;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bravery || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
! Secondary Stat !! Min Cap !! Max Cap&lt;br /&gt;
|-&lt;br /&gt;
| Time Units || 80 || 81&lt;br /&gt;
|-&lt;br /&gt;
| Health || 60 || 61&lt;br /&gt;
|-&lt;br /&gt;
| Strength || 70 || 71&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 100 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;Psi Skill is an exception. [[Psionic Skill#Improvement|Psi Lab]] training can continue to add 1-3 points each month after reaching the cap, and will loop the value back down to 0 if it passes 255.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have a 33% chance of getting capped at Cap+1 for secondary skills, and you have no control over what happens (barring reloading your game and ending combat again).  The chance is 33% and not 50% because there are two ways to reach Cap (being at Cap-2 and rolling 2 or being at Cap-1 and rolling 1), but only one way to reach Cap+1 (being at Cap-1 and rolling 2).&lt;br /&gt;
&lt;br /&gt;
For primaries, a soldier that does 11+ actions (for a 2-6 roll) every single combat mission will get Cap+5 in that primary skill &amp;lt;b&amp;gt;5%&amp;lt;/b&amp;gt; of the time, on average. &amp;quot;Every single mission&amp;quot; means, without regard for the fact you&#039;re nearing the cap (and playing with the possible roll results). You can increase the odds to as high as 20%, if you use the primary increase roll ranges to inch your way up to Cap-1, then do 11+ actions on your final combat. Or you can have a 0% chance of Cap+5 if you don&#039;t pay attention and don&#039;t do 11+ actions near the cap!&lt;br /&gt;
&lt;br /&gt;
== Experience training outside combat ==&lt;br /&gt;
&lt;br /&gt;
With the exception of [[Psionic Skill]] training in the [[Psionic Laboratory|Psi Lab]], all stats can only be trained through combat experience. &lt;br /&gt;
&lt;br /&gt;
== Rookie promotions ==&lt;br /&gt;
&lt;br /&gt;
A Rookie that has gained any experience except throwing, is promoted to Squaddie (also see [[promotions]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldiers]]&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
*For &amp;quot;behind the scenes&amp;quot; on experience testing, see [[User_talk:MikeTheRed#The_Experience_of_Experience|this]]&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Crash_Recovery&amp;diff=36417</id>
		<title>UFO Crash Recovery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Crash_Recovery&amp;diff=36417"/>
		<updated>2012-09-14T02:11:06Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Supply Ship */  Don&amp;#039;t know why I didn&amp;#039;t add that right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Exercise caution - There may be operatives in the UFO or around the crash site. Your mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts, and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
Specific listings of items that can be recovered from each UFO type can be found by following links on the [[UFOs]] page. However, those listings do not (yet) reflect the effects of a crash landing on recoverable items, particularly the all-important Elerium and Power Sources. For this, see the next section.&lt;br /&gt;
&lt;br /&gt;
== Power Source Explosions and Elerium Recovery ==&lt;br /&gt;
&lt;br /&gt;
When [[UFOs]] crash land (except the [[Small Scout]], which has no engine), there is a 75% chance that its [[UFO Power Source|Power Source(s)]] will explode, which also destroys their [[Elerium-115|Elerium]]. It is an extremely powerful [[Explosions|explosion]], usually even stronger than a [[Blaster Bomb]]. Power Sources (PSs) explode with an average (rated) strength of 215 &amp;amp;plusmn; 35 HE (min 180, max 250(&#039;&#039;&#039;!!&#039;&#039;&#039;)). The actual equation used is 180+(Rnd#&amp;amp;times;70). A PS explosion is always enough to [[Explosions#Object_Destruction|destroy]] any Elerium caught in its blast, and its blasts have a radius of 11 tiles (diameter 23), as wide as a Blaster.&lt;br /&gt;
It is thus a great mystery how the Medium Scout has any survivors after the power source blows.&lt;br /&gt;
&lt;br /&gt;
In terms of Elerium recovery, all but the [[Supply ship|Supply Ship]] fall into two easy categories:&lt;br /&gt;
&lt;br /&gt;
=== Isolated PSs ===&lt;br /&gt;
&lt;br /&gt;
In four UFOs, the PSs can never impact other PSs. 25% of the time, you&#039;ll recover 50 Elerium from each PS. In other words, you get an average of 12.5 Elerium per PS, and it&#039;s additive:&lt;br /&gt;
&lt;br /&gt;
:[[Medium Scout]], [[Large Scout]], 1 PS: Average of 12.5 Elerium&lt;br /&gt;
:[[Abductor]], 2 PSs: Average of 25 Elerium&lt;br /&gt;
:[[Battleship]], 4 PSs: Average of 50 Elerium&lt;br /&gt;
&lt;br /&gt;
On average, 1 PS is left on a Battleship (25% x 4 PSs). Only 0.39% of the time will all 4 PSs be intact (0.25&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== Adjacent PSs ===&lt;br /&gt;
&lt;br /&gt;
If one blows, all Elerium is destroyed. So the chance that any Elerium is left, is the chance that not a single one blows - it&#039;s 0.25 raised to the number of PSs.&lt;br /&gt;
&lt;br /&gt;
:[[Harvester]], 2 PSs: Average of 6.25 Elerium (6.25% chance of 100 Elerium)&lt;br /&gt;
:[[Terror ship|Terror Ship]], 4 PSs: Average of 0.78 Elerium (0.39% chance of 200 Elerium)&lt;br /&gt;
&lt;br /&gt;
This is why the guts of a crashed Terror Ship are almost always a smoking crater... only once every 256 crashes (0.39%) is there not an explosion with the strength of a Blaster bomb (or worse)!&lt;br /&gt;
&lt;br /&gt;
=== Supply Ship ===&lt;br /&gt;
&lt;br /&gt;
This one is an oddball, because if a side PS explodes it takes out the middle one (before it has a chance to explode), but just barely doesn&#039;t reach to the PS on the other side (the explosion radius is 11). Yet if the middle one explodes, it takes out all 3 PSs. So there are three possible scenarios with PSs left: only the left-most PS left, only the right-most PS left, or all 3 PSs left. But there are two ways to get to the right-most PS being left, and one of those ways has a higher chance of happening than the other. &lt;br /&gt;
&lt;br /&gt;
The table below was first made by constructing a simple Yes/No table of the eight possible combinations for the 3 PSs blowing (Y) or not (N). &lt;br /&gt;
Then I filled in by hand how many engines would be left. &lt;br /&gt;
Then I constructed a simple odds table (75% chance if there was a Y for that PS, 25% if not), multiplied the three odds for a cumulative probability, and finally multiplied the cumulative probability by the number of engines left, times 50 for the Elerium PSs hold. As a last touch, I sorted on decreasing cumulative odds (i.e., probability):&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;PS Explodes&amp;lt;/u&amp;gt;     PSs    &amp;lt;u&amp;gt;Odds for PS ...&amp;lt;/u&amp;gt;      Cum.   E115&lt;br /&gt;
   &amp;lt;u&amp;gt;L&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;M&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;R&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Left&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;L&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;M&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;R&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;Odds&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Left&amp;lt;/u&amp;gt;&lt;br /&gt;
   Y    Y    Y      0     0.75  0.75  0.75    .422    0.00&lt;br /&gt;
   Y    N    Y      0     0.75  0.25  0.75    .141    0.00&lt;br /&gt;
   Y    Y    &amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;R&amp;lt;/u&amp;gt;     0.75  0.75  0.25    .141    &amp;lt;u&amp;gt;7.03&amp;lt;/u&amp;gt;   &#039;&#039;Note 1&#039;&#039;&lt;br /&gt;
   N    &amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;    Y      &amp;lt;u&amp;gt;0&amp;lt;/u&amp;gt;     0.25  0.75  0.75    .141    &amp;lt;u&amp;gt;0.00&amp;lt;/u&amp;gt;   &#039;&#039;Note 2&#039;&#039;&lt;br /&gt;
   N    Y    N      0     0.25  0.75  0.25    .047    0.00&lt;br /&gt;
   Y    N    N      R     0.75  0.25  0.25    .047    2.34&lt;br /&gt;
   N    N    Y      L     0.25  0.25  0.75    .047    2.34&lt;br /&gt;
   N    N    N     All    0.25  0.25  0.25   &amp;lt;u&amp;gt; .016&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt; 2.34&amp;lt;/u&amp;gt;&lt;br /&gt;
                                    &#039;&#039;&#039;&#039;&#039;Totals&#039;&#039;&#039;&#039;&#039;   1.000   14.06&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* (1) If the left one blows, it kills the middle, even if it was &amp;quot;supposed to&amp;quot; blow, and the right PS remains, at a high-ish chance... but &lt;br /&gt;
* (2) if the left PS doesn&#039;t blow and the middle one does, they&#039;re all dead. Zero chance of any Elerium.&lt;br /&gt;
&lt;br /&gt;
So. The total cumulative probability is 100% (&#039;&#039;check&#039;&#039;). And the final answer is: &#039;&#039;&#039;14.06 Elerium is recovered from Supply Ships, on average&#039;&#039;&#039;. &lt;br /&gt;
Here is what you&#039;ll tend to see:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;u&amp;gt;PS(s) Left&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Likelihood&amp;lt;/u&amp;gt;&lt;br /&gt;
  None             74.9%&lt;br /&gt;
  Right-most       18.8% &lt;br /&gt;
  Left-most         4.7%&lt;br /&gt;
  All three       &amp;lt;u&amp;gt;  1.6%&amp;lt;/u&amp;gt;&lt;br /&gt;
                  100.0%&lt;br /&gt;
Due to its layout, the Supply Ship is also unique in another way. In other ships with adjacent PSs, all the other PSs are destroyed if just one of them explodes. In other words, only one can actually explode. But in the Supply Ship, the two end PSs can explode, and it&#039;s possible to have the damage from these two huge explosions superimposed in the mid area between the two PSs. This has a 56.3% chance of happening, via &amp;quot;two&amp;quot; ways (the first two lines in the table). If both of the PSs blew with high strength, there will be extensive roof damage, letting you see into the floor above (and raw dirt beneath). The left PS damages the pristine roof/floor tile to its damaged (a.k.a. &amp;quot;dead&amp;quot;) tile with HE from 80 to 125, but doesn&#039;t have the 130 needed (260/2; it can&#039;t be over 255) to completely vaporize both the pristine tile &#039;&#039;and&#039;&#039; the damaged tile... and then the right PS blows and easily adds the 50 HE needed to vaporize a number of damaged tiles in the middle. The damage would be much more extensive if the inner UFO walls didn&#039;t prevent the first blast from damaging a lot more tiles; there may not have been any floor left in the middle of the second level, to go from one end of the UFO to the other on that level.&lt;br /&gt;
&lt;br /&gt;
For the record, PS explosions differ from other explosions in a couple of ways - although for all practical purposes, you&#039;d never know the difference. For more info, see [[Explosions#UFO_Power_Sources]].&lt;br /&gt;
&lt;br /&gt;
== Field Notes: Clearing a landing site with JFG ==&lt;br /&gt;
Here&#039;s one I was so proud of I took notes. This was about Dec 2003. Nothing really weird here, but just went really professionally, without losing anybody.&lt;br /&gt;
May I present:&lt;br /&gt;
*Sectoid, large scout crash, farm in california, early evening, Superhuman difficulty.&lt;br /&gt;
*8 soldiers and a rocket tank respond.&lt;br /&gt;
&lt;br /&gt;
Loosely numbered turn-by-turn, actually event-by-event.&lt;br /&gt;
=== Events ===&lt;br /&gt;
0. Successfully deployed in circle around Skyranger with no sightings. &amp;lt;br&amp;gt;&lt;br /&gt;
1. Tank scouts first. Alien sighting by tank. Squaddies do 2-stage alien grenade relay. Takes out a hidden alien and part of a wall as well as the target (2 kills)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Tank sights a second alien, fires rocket, misses. Squaddie takes armed grenade, approaches, then crouches behind tank before throwing. (Out of sight so no reaction fire.) (3rd kill)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Scout (with RE of 60) moves in a different direction, spots one and freezes. Support sniper with rifle takes the shot (FA of 64, 87% chance) and hits. (4th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Tank sights a third among the stables and stops. Squaddies manage to land a grenade in the area. (5th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Aliens&#039; turn, tank is shot at and responds with rocket fire. (6th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Scout found one, support sniper hits but does not get a kill. A tossed HE pack misses, and no-one is in range to add a grenade. End of turn. Alien does not kill scout; sniper is successful on next turn. (7th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Tank flushes an alien but is blocking support fire. It moves to clear the line of fire and is slightly damaged by reaction fire by doing so. Support fire takes out the alien. (8th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
8. Team finishes sweep and gathers at UFO door for a breach. At the start of the breach turn, the tank fires a rocket into the diagonal walls forming the inside corner of the cross. This kills one alien (9th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
9. Craft is filled with smoke. Two additional corpses are seen. The second squaddie in has enough TU&#039;s to push forward into the hollowed out centre; he sees an alien at the bridge of the ship and freezes. Third, fourth, and fifth breachers take up kneeling positions inside the door and start shooting at the alien through the smoke cloud; the third shot drops it. (10th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Score sheet ===&lt;br /&gt;
Alien kills registered - 9&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses - 9&amp;lt;br&amp;gt;&lt;br /&gt;
Captured aliens - 1 (soldier rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Artifacts - 41&amp;lt;br&amp;gt;&lt;br /&gt;
Alloys - 31&amp;lt;br&amp;gt;&lt;br /&gt;
Nav consoles - 2&amp;lt;br&amp;gt;&lt;br /&gt;
(Engines destroyed in crash)&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers KIA/MIA - none!&amp;lt;br&amp;gt;&lt;br /&gt;
Final score 275. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
[[Category: Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Experience&amp;diff=36408</id>
		<title>Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Experience&amp;diff=36408"/>
		<updated>2012-09-12T16:23:48Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Experience Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just some thoughts I want to jot down before I forget them, based off a discussion I read on one of the forums:&lt;br /&gt;
&lt;br /&gt;
* Kills. Just to be clear, it needs to be emphasised that kills do not count towards stat increases. Was this mentioned or has it been mentioned elsewhere? &lt;br /&gt;
&lt;br /&gt;
* Similarly, kill attribution. When do you get the kill counter incremented. Grenades (thrown and unthrown), volatile battlescape element (i.e. gas tank), secondary explosion from cyberdisc, or volatile battlescape element set off by cyberdisc explosion. Probably by reactions and active attacks too. Don&#039;t remember if we ever quantified all the methods that&#039;ll increment the kill counter. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:Tested the secondary explosion from oil drums, found within my X-COM base hanger. Waited til that last snakeman soldier roamed around weaponlessly, and then smacked the barrel infront of him him. Boom, and Tatsuo Iwahara graduates to a squaddie after this base defense with 1 kills in 3 missions, via a unarmed snakeman using a barrel for cover. Can someone confirm my test?&lt;br /&gt;
&lt;br /&gt;
:Hmm, but is only just off one barrel exploding. I don&#039;t know if things change, if you say, line up barrels across the screen and fry the poor sectoid at the other end. --[[User:Vagabond|Vagabond]] 01:53, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not positive, but I think the rule is &amp;quot;whoever takes the action gets the kill&amp;quot;, i.e., the last soldier to take any sort of action which results in an enemy death gets credited.  I infer this from how Proximity Grenades work: credit for the kill goes to whoever &#039;&#039;sets off&#039;&#039; the grenade.  I suspect this&#039;ll be borne out for &amp;quot;chain reaction&amp;quot; kills and the like.  Alien-on-alien kills probably don&#039;t apply (Cyberdisc explosions probably do), and grenade kills are already known to go to the last soldier who threw it.--[[User:Ethereal Cereal|Ethereal Cereal]] 02:54, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Might also want to double check that the guy credited with the kill is &#039;&#039;&#039;not&#039;&#039;&#039; the first soldier in the list just to make sure it&#039;s not like dropping a grenade. --[[User:Pi Masta|Pi Masta]] 14:42, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi folks, I&#039;ve been off playing other games a long time (even caused a new wiki to be made for a game, plus of course contributed to many), but still love X-COM - and the many great folks on this wiki.&lt;br /&gt;
&lt;br /&gt;
NKF, the fact that kills don&#039;t matter to Experience per se has been long cited at [[Firing_Accuracy#Improvement]]. The Experience page says to see each skill page, to see exactly how to trigger it. Apologies if you asked before I revised the pages - correlating History timestamps takes time. And also, apologies if it&#039;s now well understood. But if you or others would like to repeat it on Experience or elsewhere to hammer the point home, please do.&lt;br /&gt;
&lt;br /&gt;
I, for one, don&#039;t remember too much being posted about attribution of secondary kills. It sounds like something to be explored. The exact same could be said for the Kill counter. I can&#039;t recall anything at all being said about any nuances of it. But then my memory is famously retarded. One interesting thing is that both [[UNITREF.DAT]] and [[SOLDIER.DAT]] have a two-byte field for it, so the programmers really pulled out the stops - they thought players might deliberately / well have a favorite soldier get hundreds of kills (&amp;gt;255).&lt;br /&gt;
&lt;br /&gt;
Ethereal, don&#039;t forget the Prox Mine is an exception to the rule for every other weapon. In a sense, if you die from it, you get experience from dying, laugh. FWIW it was a real surprise, discovering how it worked. I wonder if the programmers screwed it up.&lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 20:57, 5 October 2007 (PDT)&lt;br /&gt;
:I can confirm the programmers did screw up. The proxmines are treated as a special case, and contrary to grenades, the programmers forgot to set the current unit (i.e. the one that gets the credits) before generating the explosion. The fix I made in my patcher just sets the current unit (quantity2 field from obpos) and voila. [[User:Seb76|Seb76]] 12:45, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
P.S. The details that some of us wikians are getting into these days, can sometimes can really benefit from savegame postings where the first person took the time and care to set everything up, and then test it. Please folks, don&#039;t hesitate to post zipped savegames you used for testing!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
NKF, am I missing something, or where did Brunpal&#039;s comments finally wind up? I can&#039;t seem to find them not removed on any of the three pages. I am posting this here so he&#039;ll see it if he&#039;s tracking pages he posted to.&lt;br /&gt;
&lt;br /&gt;
Brunpal, I made a start on your good question as the third part of [[Talk:Incendiary]]. I would have emailed you, but you aren&#039;t allowing email.&lt;br /&gt;
&lt;br /&gt;
Good Xcomming, and thanks for your good question. As NKF said, no need to post in multiple places. It can be helpful to have a contact listed. :) - [[User:MikeTheRed|MikeTheRed]] 20:08, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Brunpal&#039;s comments remain on [[Talk:Experience Training]], MRT.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:35, 1 August 2008 (PDT)&lt;br /&gt;
::The discussion ended up on [[Talk:Experience_Training#Fire_and_Gaining_Experience]]. That page is the only spot my questions remain. Ya sorry about the multiple posts. All the pages had 8+ months since an update. I expected it would be months before someone would stumble onto one of the pages for a reply.--[[User:Brunpal|Brunpal]] 20:41, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I dont see it mentioned but the cap for TU&#039;s was different in UFO 1.0. According to the 1.2 readme that patch set the 80 limit. --[[User:BladeFireLight|BladeFireLight]] 21:49, 13 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It didn&#039;t have any caps as far as I remember. That&#039;s why a lot of players who were on 1.0 had soldiers crippled when their stats went past 255 and wrapped back around thanks to the high bits vanishing into the ether. -[[User:NKF|NKF]] 04:32, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experience Code ==&lt;br /&gt;
&lt;br /&gt;
This how stats improvements updated after mission end:&lt;br /&gt;
  function randmod(int a)&lt;br /&gt;
  {&lt;br /&gt;
    return Rand() % (a+1);&lt;br /&gt;
  }&lt;br /&gt;
  function StatImprove4(int exp_score)&lt;br /&gt;
  {&lt;br /&gt;
    if (exp_score&amp;lt;=0) return 0;&lt;br /&gt;
    if (exp_score&amp;lt;=2) return 1;&lt;br /&gt;
    if (exp_score&amp;lt;=5) return 2;&lt;br /&gt;
    if (exp_score&amp;lt;=10) return 3;&lt;br /&gt;
    return 4;&lt;br /&gt;
  }&lt;br /&gt;
  function StatImproveRND(int exp_score)&lt;br /&gt;
  {&lt;br /&gt;
    int v=StatImprove4(exp_score);&lt;br /&gt;
    return v/2 + randmod(v);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
main calculations done after battle:&lt;br /&gt;
&lt;br /&gt;
  if (UnitRef-&amp;gt;PsiSkill_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;Bravery_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;FireAccuracy_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;MeleeAccuracy_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;Reactions_experience&amp;gt;0)&lt;br /&gt;
  {&lt;br /&gt;
    if (!Soldier-&amp;gt;Rank) Soldier-&amp;gt;Rank = 1;&lt;br /&gt;
    int v;&lt;br /&gt;
    v = 80 - Soldier-&amp;gt;BaseTUs - Soldier-&amp;gt;ImproveTUs;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveTUs += randmod(v/10 + 2);&lt;br /&gt;
    v = 60 - Soldier-&amp;gt;BaseHPs - Soldier-&amp;gt;ImproveHPs;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveHPs += randmod(v/10 + 2);&lt;br /&gt;
    v = 70 - Soldier-&amp;gt;BaseStrength - Soldier-&amp;gt;ImproveStrength;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveStrength += randmod(v/10 + 2);&lt;br /&gt;
    v = 100 - Soldier-&amp;gt;BaseEnergy - Soldier-&amp;gt;ImproveEnergy;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveEnergy += randmod(v/10 + 2);&lt;br /&gt;
  } &lt;br /&gt;
&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveReactions + Soldier-&amp;gt;BaseReactions &amp;lt; 100 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveReactions += StatImproveRND(UnitRef-&amp;gt;Reactions_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveFireAccuracy + Soldier-&amp;gt;BaseFireAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveFireAccuracy += StatImproveRND(UnitRef-&amp;gt;FireAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveMeleeAccuracy + Soldier-&amp;gt;BaseMeleeAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveMeleeAccuracy += StatImproveRND(UnitRef-&amp;gt;MeleeAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveThrowAccuracy + Soldier-&amp;gt;BaseThrowAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveThrowAccuracy += StatImproveRND(UnitRef-&amp;gt;ThrowAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImprovePsiSkill + Soldier-&amp;gt;BasePsiSkill &amp;lt; 100 )&lt;br /&gt;
    Soldier-&amp;gt;ImprovePsiSkill += StatImproveRND(UnitRef-&amp;gt;PsiSkill_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;BaseBravery - Soldier-&amp;gt;ImproveBravery &amp;gt; 1 )&lt;br /&gt;
    if ( UnitRef-&amp;gt;Bravery_experience&amp;gt;randmod(10) ) ++Soldier-&amp;gt;ImproveBravery;&lt;br /&gt;
  if ( UnitRef-&amp;gt;CurHPs &amp;lt; UnitRef-&amp;gt;BaseHPs ) //wounded&lt;br /&gt;
  {&lt;br /&gt;
    int v = UnitRef-&amp;gt;BaseHPs - UnitRef-&amp;gt;CurHPs;&lt;br /&gt;
    Soldier-&amp;gt;Wound_Recovery_Days = v / 2 + randmod(v);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 11:17, 13 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Each solder being in psi-training received some skill progress each month. The formula is:&lt;br /&gt;
&lt;br /&gt;
  if (Soldier-&amp;gt;InPsiLab)&lt;br /&gt;
  {&lt;br /&gt;
    if (Soldier-&amp;gt;PsiSkill &amp;gt; 50)&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(2) + 1;&lt;br /&gt;
    else if (Soldier-&amp;gt;PsiSkill &amp;gt; 16)&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(7) + 5;&lt;br /&gt;
    else&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(8) + 16;&lt;br /&gt;
    Soldier-&amp;gt;PsiSkill += Soldier-&amp;gt;PsiSkill_MonthImprove;&lt;br /&gt;
  }&lt;br /&gt;
  else&lt;br /&gt;
    Soldier-&amp;gt;PsiSkill_Monthly_Improve = 0;&lt;br /&gt;
&lt;br /&gt;
As we clearly see there is no cap for montly PsiSkill improvement. After reaching level of 100 (with missions or montly) this skill will continue to grow 1..3 each month. And it doesn&#039;t matter if soldier started training at month start or 1 minute before month end :).&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 11:23, 14 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hi Volutar, I have been away. I did the testing on the page, and definitely found you needed 11 actions for max improvement, across hundreds of tests. Please say more: What version were you using? (CE, DOS, etc.) I tested in DOS 1.4. Where is the code, and what tool did you use to decode? Have you actually tested? It&#039;s ok to say No - your code is still greatly appreciated. I wish I had it back then! But X-COM has many instances of rounding affecting results. &lt;br /&gt;
&lt;br /&gt;
:(Does anyone else know where the code is and how to decode?) &lt;br /&gt;
&lt;br /&gt;
:Thanks -[[User:MikeTheRed|MikeTheRed]] 18:26, 5 August 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::K, here&#039;s a [[Media:X-ComNoobsWith10or11inExpCounters.zip|savegame]] that has 14 soldiers, all with 50 for Firing, Reactions, Throwing, and Psy in SOLDIER.DAT. (You will have to quit the combat to see this.) Also, the first 7 have 10 for their number of Kills and for all four Experience Counters (ECs), the second 7 have 11 for the same values in UNITREF.DAT. You can tell if you&#039;re seeing the max primary actions if there are increases of 5 and 6s, but no 1s, for the soldiers. But if you see 1s and no 5s and 6s, you&#039;re not seeing the max experience roll. Quit the combat and see what you get with the first 7 versus the second 7.&lt;br /&gt;
&lt;br /&gt;
::So, in DOS X-COM, it still takes 11 ECs. (Should I add, oh ye of little faith? heh) Can someone check CE so we can know whether it&#039;s different, or there&#039;s something more than the code shown here?&lt;br /&gt;
&lt;br /&gt;
::Thanks -[[User:MikeTheRed|MikeTheRed]] 00:09, 1 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: First of all - sorry for late response. Originally I was inspecting CE version, bought in &amp;quot;steam&amp;quot;. I was thinking these formulas in DOS/CE are the same. I haven&#039;t tested them, I just have not time for these trials, but I have strong knowledge about this code (I also re-checked it few times). Code was decoded with IDA - in the function at .text:004471B0 named &amp;quot;Updates_After_Mission_End&amp;quot;. And I don&#039;t know what in the world can prevent them from working the way I&#039;ve described :).(.--[[User:Volutar|Volutar]] 23:16, 2 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::A fencepost problem perhaps? [[User:NKF|NKF]]&lt;br /&gt;
::::: I&#039;ve revised StatImprove4 function.. I&#039;ve shown slightly incorrect border values.&lt;br /&gt;
Code snippet:&lt;br /&gt;
  exp = cur_unitref-&amp;gt;MeleeAccuracy_exp_cnt;&lt;br /&gt;
  if ( exp )&lt;br /&gt;
   {&lt;br /&gt;
    if ( exp &amp;lt;= 10u )&lt;br /&gt;
     {&lt;br /&gt;
      if ( exp &amp;lt;= 5u )&lt;br /&gt;
        val = ( exp &amp;gt; 2u) + 1;&lt;br /&gt;
      else&lt;br /&gt;
        val = 3;&lt;br /&gt;
     }&lt;br /&gt;
    else&lt;br /&gt;
     {&lt;br /&gt;
      val = 4;&lt;br /&gt;
     }&lt;br /&gt;
    soldier_addr-&amp;gt;ImproveMeleeAcc += val / 2 + xc_RandMod(val);&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
So 10 EC is level 3 and 11 EC is level 4 of improvement.&lt;br /&gt;
&lt;br /&gt;
 lvl  EC     improve range&lt;br /&gt;
 1:  1..2   0..1&lt;br /&gt;
 2:  3..5   1..3&lt;br /&gt;
 3:  6..10  1..4&lt;br /&gt;
 4:  11..   2..6&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 02:25, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Great, thanks Volutar... I knew I&#039;d seen 11 be the value tons of times. Testing is good and de-coding is great, but what&#039;s really best, is both. :) &lt;br /&gt;
&lt;br /&gt;
: Are you just using [http://www.hex-rays.com/products/ida/support/download.shtml IDA 5.0 Freeware] or does it need any other plugin or whatever? FWIW we really should have some entries on the [[Game_editors]] page concerning decoders to get, and maybe a little primer on using them (on its own separate page).&lt;br /&gt;
&lt;br /&gt;
:Thanks again! -[[User:MikeTheRed|MikeTheRed]] 11:23, 12 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:P.S. The number 11 may seem an odd value to use, but it was also chosen for the [[Talk:Bravery|Bravery]] experience counter, which works differently. (See the top and bottom of that talk page.) So I think it was deliberate (but don&#039;t ask me why). I vaguely recall that 11 was singled out somewhere else in the game, too.&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Experience&amp;diff=36407</id>
		<title>Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Experience&amp;diff=36407"/>
		<updated>2012-09-12T16:22:33Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Experience Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just some thoughts I want to jot down before I forget them, based off a discussion I read on one of the forums:&lt;br /&gt;
&lt;br /&gt;
* Kills. Just to be clear, it needs to be emphasised that kills do not count towards stat increases. Was this mentioned or has it been mentioned elsewhere? &lt;br /&gt;
&lt;br /&gt;
* Similarly, kill attribution. When do you get the kill counter incremented. Grenades (thrown and unthrown), volatile battlescape element (i.e. gas tank), secondary explosion from cyberdisc, or volatile battlescape element set off by cyberdisc explosion. Probably by reactions and active attacks too. Don&#039;t remember if we ever quantified all the methods that&#039;ll increment the kill counter. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:Tested the secondary explosion from oil drums, found within my X-COM base hanger. Waited til that last snakeman soldier roamed around weaponlessly, and then smacked the barrel infront of him him. Boom, and Tatsuo Iwahara graduates to a squaddie after this base defense with 1 kills in 3 missions, via a unarmed snakeman using a barrel for cover. Can someone confirm my test?&lt;br /&gt;
&lt;br /&gt;
:Hmm, but is only just off one barrel exploding. I don&#039;t know if things change, if you say, line up barrels across the screen and fry the poor sectoid at the other end. --[[User:Vagabond|Vagabond]] 01:53, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not positive, but I think the rule is &amp;quot;whoever takes the action gets the kill&amp;quot;, i.e., the last soldier to take any sort of action which results in an enemy death gets credited.  I infer this from how Proximity Grenades work: credit for the kill goes to whoever &#039;&#039;sets off&#039;&#039; the grenade.  I suspect this&#039;ll be borne out for &amp;quot;chain reaction&amp;quot; kills and the like.  Alien-on-alien kills probably don&#039;t apply (Cyberdisc explosions probably do), and grenade kills are already known to go to the last soldier who threw it.--[[User:Ethereal Cereal|Ethereal Cereal]] 02:54, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Might also want to double check that the guy credited with the kill is &#039;&#039;&#039;not&#039;&#039;&#039; the first soldier in the list just to make sure it&#039;s not like dropping a grenade. --[[User:Pi Masta|Pi Masta]] 14:42, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi folks, I&#039;ve been off playing other games a long time (even caused a new wiki to be made for a game, plus of course contributed to many), but still love X-COM - and the many great folks on this wiki.&lt;br /&gt;
&lt;br /&gt;
NKF, the fact that kills don&#039;t matter to Experience per se has been long cited at [[Firing_Accuracy#Improvement]]. The Experience page says to see each skill page, to see exactly how to trigger it. Apologies if you asked before I revised the pages - correlating History timestamps takes time. And also, apologies if it&#039;s now well understood. But if you or others would like to repeat it on Experience or elsewhere to hammer the point home, please do.&lt;br /&gt;
&lt;br /&gt;
I, for one, don&#039;t remember too much being posted about attribution of secondary kills. It sounds like something to be explored. The exact same could be said for the Kill counter. I can&#039;t recall anything at all being said about any nuances of it. But then my memory is famously retarded. One interesting thing is that both [[UNITREF.DAT]] and [[SOLDIER.DAT]] have a two-byte field for it, so the programmers really pulled out the stops - they thought players might deliberately / well have a favorite soldier get hundreds of kills (&amp;gt;255).&lt;br /&gt;
&lt;br /&gt;
Ethereal, don&#039;t forget the Prox Mine is an exception to the rule for every other weapon. In a sense, if you die from it, you get experience from dying, laugh. FWIW it was a real surprise, discovering how it worked. I wonder if the programmers screwed it up.&lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 20:57, 5 October 2007 (PDT)&lt;br /&gt;
:I can confirm the programmers did screw up. The proxmines are treated as a special case, and contrary to grenades, the programmers forgot to set the current unit (i.e. the one that gets the credits) before generating the explosion. The fix I made in my patcher just sets the current unit (quantity2 field from obpos) and voila. [[User:Seb76|Seb76]] 12:45, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
P.S. The details that some of us wikians are getting into these days, can sometimes can really benefit from savegame postings where the first person took the time and care to set everything up, and then test it. Please folks, don&#039;t hesitate to post zipped savegames you used for testing!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
NKF, am I missing something, or where did Brunpal&#039;s comments finally wind up? I can&#039;t seem to find them not removed on any of the three pages. I am posting this here so he&#039;ll see it if he&#039;s tracking pages he posted to.&lt;br /&gt;
&lt;br /&gt;
Brunpal, I made a start on your good question as the third part of [[Talk:Incendiary]]. I would have emailed you, but you aren&#039;t allowing email.&lt;br /&gt;
&lt;br /&gt;
Good Xcomming, and thanks for your good question. As NKF said, no need to post in multiple places. It can be helpful to have a contact listed. :) - [[User:MikeTheRed|MikeTheRed]] 20:08, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Brunpal&#039;s comments remain on [[Talk:Experience Training]], MRT.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:35, 1 August 2008 (PDT)&lt;br /&gt;
::The discussion ended up on [[Talk:Experience_Training#Fire_and_Gaining_Experience]]. That page is the only spot my questions remain. Ya sorry about the multiple posts. All the pages had 8+ months since an update. I expected it would be months before someone would stumble onto one of the pages for a reply.--[[User:Brunpal|Brunpal]] 20:41, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I dont see it mentioned but the cap for TU&#039;s was different in UFO 1.0. According to the 1.2 readme that patch set the 80 limit. --[[User:BladeFireLight|BladeFireLight]] 21:49, 13 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It didn&#039;t have any caps as far as I remember. That&#039;s why a lot of players who were on 1.0 had soldiers crippled when their stats went past 255 and wrapped back around thanks to the high bits vanishing into the ether. -[[User:NKF|NKF]] 04:32, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experience Code ==&lt;br /&gt;
&lt;br /&gt;
This how stats improvements updated after mission end:&lt;br /&gt;
  function randmod(int a)&lt;br /&gt;
  {&lt;br /&gt;
    return Rand() % (a+1);&lt;br /&gt;
  }&lt;br /&gt;
  function StatImprove4(int exp_score)&lt;br /&gt;
  {&lt;br /&gt;
    if (exp_score&amp;lt;=0) return 0;&lt;br /&gt;
    if (exp_score&amp;lt;=2) return 1;&lt;br /&gt;
    if (exp_score&amp;lt;=5) return 2;&lt;br /&gt;
    if (exp_score&amp;lt;=10) return 3;&lt;br /&gt;
    return 4;&lt;br /&gt;
  }&lt;br /&gt;
  function StatImproveRND(int exp_score)&lt;br /&gt;
  {&lt;br /&gt;
    int v=StatImprove4(exp_score);&lt;br /&gt;
    return v/2 + randmod(v);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
main calculations done after battle:&lt;br /&gt;
&lt;br /&gt;
  if (UnitRef-&amp;gt;PsiSkill_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;Bravery_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;FireAccuracy_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;MeleeAccuracy_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;Reactions_experience&amp;gt;0)&lt;br /&gt;
  {&lt;br /&gt;
    if (!Soldier-&amp;gt;Rank) Soldier-&amp;gt;Rank = 1;&lt;br /&gt;
    int v;&lt;br /&gt;
    v = 80 - Soldier-&amp;gt;BaseTUs - Soldier-&amp;gt;ImproveTUs;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveTUs += randmod(v/10 + 2);&lt;br /&gt;
    v = 60 - Soldier-&amp;gt;BaseHPs - Soldier-&amp;gt;ImproveHPs;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveHPs += randmod(v/10 + 2);&lt;br /&gt;
    v = 70 - Soldier-&amp;gt;BaseStrength - Soldier-&amp;gt;ImproveStrength;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveStrength += randmod(v/10 + 2);&lt;br /&gt;
    v = 100 - Soldier-&amp;gt;BaseEnergy - Soldier-&amp;gt;ImproveEnergy;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveEnergy += randmod(v/10 + 2);&lt;br /&gt;
  } &lt;br /&gt;
&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveReactions + Soldier-&amp;gt;BaseReactions &amp;lt; 100 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveReactions += StatImproveRND(UnitRef-&amp;gt;Reactions_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveFireAccuracy + Soldier-&amp;gt;BaseFireAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveFireAccuracy += StatImproveRND(UnitRef-&amp;gt;FireAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveMeleeAccuracy + Soldier-&amp;gt;BaseMeleeAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveMeleeAccuracy += StatImproveRND(UnitRef-&amp;gt;MeleeAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveThrowAccuracy + Soldier-&amp;gt;BaseThrowAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveThrowAccuracy += StatImproveRND(UnitRef-&amp;gt;ThrowAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImprovePsiSkill + Soldier-&amp;gt;BasePsiSkill &amp;lt; 100 )&lt;br /&gt;
    Soldier-&amp;gt;ImprovePsiSkill += StatImproveRND(UnitRef-&amp;gt;PsiSkill_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;BaseBravery - Soldier-&amp;gt;ImproveBravery &amp;gt; 1 )&lt;br /&gt;
    if ( UnitRef-&amp;gt;Bravery_experience&amp;gt;randmod(10) ) ++Soldier-&amp;gt;ImproveBravery;&lt;br /&gt;
  if ( UnitRef-&amp;gt;CurHPs &amp;lt; UnitRef-&amp;gt;BaseHPs ) //wounded&lt;br /&gt;
  {&lt;br /&gt;
    int v = UnitRef-&amp;gt;BaseHPs - UnitRef-&amp;gt;CurHPs;&lt;br /&gt;
    Soldier-&amp;gt;Wound_Recovery_Days = v / 2 + randmod(v);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 11:17, 13 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Each solder being in psi-training received some skill progress each month. The formula is:&lt;br /&gt;
&lt;br /&gt;
  if (Soldier-&amp;gt;InPsiLab)&lt;br /&gt;
  {&lt;br /&gt;
    if (Soldier-&amp;gt;PsiSkill &amp;gt; 50)&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(2) + 1;&lt;br /&gt;
    else if (Soldier-&amp;gt;PsiSkill &amp;gt; 16)&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(7) + 5;&lt;br /&gt;
    else&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(8) + 16;&lt;br /&gt;
    Soldier-&amp;gt;PsiSkill += Soldier-&amp;gt;PsiSkill_MonthImprove;&lt;br /&gt;
  }&lt;br /&gt;
  else&lt;br /&gt;
    Soldier-&amp;gt;PsiSkill_Monthly_Improve = 0;&lt;br /&gt;
&lt;br /&gt;
As we clearly see there is no cap for montly PsiSkill improvement. After reaching level of 100 (with missions or montly) this skill will continue to grow 1..3 each month. And it doesn&#039;t matter if soldier started training at month start or 1 minute before month end :).&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 11:23, 14 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hi Volutar, I have been away. I did the testing on the page, and definitely found you needed 11 actions for max improvement, across hundreds of tests. Please say more: What version were you using? (CE, DOS, etc.) I tested in DOS 1.4. Where is the code, and what tool did you use to decode? Have you actually tested? It&#039;s ok to say No - your code is still greatly appreciated. I wish I had it back then! But X-COM has many instances of rounding affecting results. &lt;br /&gt;
&lt;br /&gt;
:(Does anyone else know where the code is and how to decode?) &lt;br /&gt;
&lt;br /&gt;
:Thanks -[[User:MikeTheRed|MikeTheRed]] 18:26, 5 August 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::K, here&#039;s a [[Media:X-ComNoobsWith10or11inExpCounters.zip|savegame]] that has 14 soldiers, all with 50 for Firing, Reactions, Throwing, and Psy in SOLDIER.DAT. (You will have to quit the combat to see this.) Also, the first 7 have 10 for their number of Kills and for all four Experience Counters (ECs), the second 7 have 11 for the same values in UNITREF.DAT. You can tell if you&#039;re seeing the max primary actions if there are increases of 5 and 6s, but no 1s, for the soldiers. But if you see 1s and no 5s and 6s, you&#039;re not seeing the max experience roll. Quit the combat and see what you get with the first 7 versus the second 7.&lt;br /&gt;
&lt;br /&gt;
::So, in DOS X-COM, it still takes 11 ECs. (Should I add, oh ye of little faith? heh) Can someone check CE so we can know whether it&#039;s different, or there&#039;s something more than the code shown here?&lt;br /&gt;
&lt;br /&gt;
::Thanks -[[User:MikeTheRed|MikeTheRed]] 00:09, 1 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: First of all - sorry for late response. Originally I was inspecting CE version, bought in &amp;quot;steam&amp;quot;. I was thinking these formulas in DOS/CE are the same. I haven&#039;t tested them, I just have not time for these trials, but I have strong knowledge about this code (I also re-checked it few times). Code was decoded with IDA - in the function at .text:004471B0 named &amp;quot;Updates_After_Mission_End&amp;quot;. And I don&#039;t know what in the world can prevent them from working the way I&#039;ve described :).(.--[[User:Volutar|Volutar]] 23:16, 2 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::A fencepost problem perhaps? [[User:NKF|NKF]]&lt;br /&gt;
::::: I&#039;ve revised StatImprove4 function.. I&#039;ve shown slightly incorrect border values.&lt;br /&gt;
Code snippet:&lt;br /&gt;
  exp = cur_unitref-&amp;gt;MeleeAccuracy_exp_cnt;&lt;br /&gt;
  if ( exp )&lt;br /&gt;
   {&lt;br /&gt;
    if ( exp &amp;lt;= 10u )&lt;br /&gt;
     {&lt;br /&gt;
      if ( exp &amp;lt;= 5u )&lt;br /&gt;
        val = ( exp &amp;gt; 2u) + 1;&lt;br /&gt;
      else&lt;br /&gt;
        val = 3;&lt;br /&gt;
     }&lt;br /&gt;
    else&lt;br /&gt;
     {&lt;br /&gt;
      val = 4;&lt;br /&gt;
     }&lt;br /&gt;
    soldier_addr-&amp;gt;ImproveMeleeAcc += val / 2 + xc_RandMod(val);&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
So 10 EC is level 3 and 11 EC is level 4 of improvement.&lt;br /&gt;
&lt;br /&gt;
 lvl  EC     improve range&lt;br /&gt;
 1:  1..2   0..1&lt;br /&gt;
 2:  3..5   1..3&lt;br /&gt;
 3:  6..10  1..4&lt;br /&gt;
 4:  11..   2..6&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 02:25, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Great, thanks Volutar... I knew I&#039;d seen 11 be the value tons of times. Testing is good and de-coding is great, but what&#039;s really best, is both. :) &lt;br /&gt;
&lt;br /&gt;
: Are you just using [http://www.hex-rays.com/products/ida/support/download.shtml IDA 5.0 Freeware] or does it need any other plugin or whatever? FWIW we really should have some entries on the [[Game_editors]] page concerning decoders to get, and maybe a little primer on using them (on its own separate page).&lt;br /&gt;
&lt;br /&gt;
:Thanks again! -[[User:MikeTheRed|MikeTheRed]] 11:23, 12 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:P.S. The number 11 may seem an odd value to use, but it was also chosen for the [[Talk:Bravery|Bravery]] experience counter, which works differently. So I think it was deliberate (but don&#039;t ask me why). I vaguely recall that 11 was singled out somewhere else in the game, too.&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_Equations&amp;diff=36406</id>
		<title>Psionic Equations</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_Equations&amp;diff=36406"/>
		<updated>2012-09-12T16:16:57Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* X-COM Vs. Aliens */  more explanation for this graphic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an in-depth exploration of equations used for [[Psionics#Psionic_Formulas|psionics]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conventions:&#039;&#039;&#039;&lt;br /&gt;
*PST = &#039;&#039;&#039;Psi Strength&#039;&#039;&#039;&lt;br /&gt;
*PSK = &#039;&#039;&#039;Psi Skill&#039;&#039;&#039;&lt;br /&gt;
*MC = &#039;&#039;&#039;Mind Control&#039;&#039;&#039;&lt;br /&gt;
*Values such as &amp;quot;95/16&amp;quot; represent a unit with Psi Strength 95, Psi Skill 16.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Psionic Equations =&lt;br /&gt;
&lt;br /&gt;
The equations governing psionics are as follows:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039; Attack Strength (AS)&#039;&#039;&#039; = INT( Psi Strength * Psi Skill / 50 )&lt;br /&gt;
 &#039;&#039;&#039;Defense Strength (DS)&#039;&#039;&#039; = INT( Psi Strength + ( Psi Skill/5 ) )&lt;br /&gt;
   &lt;br /&gt;
 &#039;&#039;&#039;   Attack Chance (A%)&#039;&#039;&#039; = 100/56 * ( Constant + AS - DS - Distance )&lt;br /&gt;
 &lt;br /&gt;
                &#039;&#039;where&#039;&#039;&lt;br /&gt;
              Constant = &#039;&#039;&#039;25&#039;&#039;&#039; for Mind Control&lt;br /&gt;
                         &#039;&#039;&#039;45&#039;&#039;&#039; for Panic&lt;br /&gt;
&lt;br /&gt;
For this equation, &amp;lt;u&amp;gt;Attack Chance (A%) is always a number (0 to 100)&amp;lt;/u&amp;gt;, not an actual percent (0.00 to 1.00). Values less than 0 mean guaranteed failure, and greater than 100 mean guaranteed success.&lt;br /&gt;
&lt;br /&gt;
The further away a target is from its attacker, the lower the chance an attack will succeed.  Distance follows the &amp;quot;walking TUs&amp;quot; method, where a distance 10 tiles directly lateral equals 10 in the equation, but diagonal distances are more. For example, 10 tiles away on a pure diagonal is considered to be 15 tiles away; see [[Explosions#Distance_From_Ground_Zero|this]] for more on Walking TUs distance. The distance factor means that beyond a certain point, aliens can only panic a unit, not mind-control it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Things that don&#039;t matter:&lt;br /&gt;
*Having [[Line of sight]] (direct visualization) on the target&lt;br /&gt;
*Aliens use the same equation as soldiers&lt;br /&gt;
*Different X-COM editions (DOS 1.4 also WinCE Gold) also doesn&#039;t matter&lt;br /&gt;
*Differences in elevation have no effect; this doesn&#039;t add to distance. (Careful, though - this means you&#039;re at distance &#039;&#039;&#039;0&#039;&#039;&#039; when directly over or under aliens - see [[Psionic_Equations#Aliens_Vs._X-COM|Aliens Vs. X-COM]], below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Attack Chance equation can be re-arranged to compute particular values:&lt;br /&gt;
&lt;br /&gt;
== Attack Strength ==&lt;br /&gt;
&lt;br /&gt;
When re-arranged to have AS on the left, the equation becomes:&lt;br /&gt;
  AS = DS + .56A% - Constant + Distance&lt;br /&gt;
 &lt;br /&gt;
  AS for 100% MC  =  DS + 56 - 25 + Distance  =  &#039;&#039;&#039;DS + Distance + 31&#039;&#039;&#039;&lt;br /&gt;
  AS for   0% MC  =  DS +  0 - 25 + Distance  =  &#039;&#039;&#039;DS + Distance - 25&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For Panic percent success instead of MC, subtract 20 from the right-hand side of equation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Defense Strength ==&lt;br /&gt;
&lt;br /&gt;
  DS = AS - .56A% + Constant - Distance&lt;br /&gt;
 &lt;br /&gt;
  DS for   0% MC  =  AS -  0 + 25 - Distance =  &#039;&#039;&#039;AS - Distance + 25&#039;&#039;&#039;      &#039;&#039;- never MCed&lt;br /&gt;
  DS for 100% MC  =  AS - 56 + 25 - Distance =  &#039;&#039;&#039;AS - Distance - 31&#039;&#039;&#039;      &#039;&#039;- always MCed&lt;br /&gt;
&lt;br /&gt;
For Panic instead of MC, &#039;&#039;&#039;add&#039;&#039;&#039; 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Distance ==&lt;br /&gt;
&lt;br /&gt;
The distance at which a particular effect can be accomplished can also be computed. Think of the attacker as surrounded by two concentric circles where anything within the inner circle (of distance a.k.a. radius &#039;&#039;&#039;&#039;&#039;R&#039;&#039;&#039;&#039;&#039;) will have 100% attack success, and anything outside the outer circle will have 0% success.&lt;br /&gt;
  Distance = AS - DS - .56A% + Constant&lt;br /&gt;
   &lt;br /&gt;
  Distance for 100% MC  =  AS - DS - 56 + 25  =  &#039;&#039;&#039;AS - DS - 31&#039;&#039;&#039;&lt;br /&gt;
  Distance for   0% MC  =  AS - DS -  0 + 25  =  &#039;&#039;&#039;AS - DS + 25&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Panic instead of MC, &#039;&#039;&#039;subtract&#039;&#039;&#039; 20. (The &amp;quot;concentric rings&amp;quot; for Panic success are 20 tiles closer to the attacker.)&lt;br /&gt;
&lt;br /&gt;
As you may have guessed, the outer distance/radius is &#039;&#039;&#039;&#039;&#039;R&#039;&#039;&#039;&#039;&#039;+56. In other words, the outer, 0% circle is 56 tiles radius farther than the inner circle of 100%. Compare that a 5x5 tileset map is only 75 tiles across at its widest diagional... there&#039;s a &#039;&#039;huge&#039;&#039; area within the inner and outer circles!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Psi Stats versus Psi Strengths =&lt;br /&gt;
&lt;br /&gt;
As shown in the equation, psi strength (&#039;&#039;&#039;PST&#039;&#039;&#039;) and psi skill (&#039;&#039;&#039;PSK&#039;&#039;&#039;) do not contribute equally to Defense Strength (&#039;&#039;&#039;DS&#039;&#039;&#039;) and Attack Strength (&#039;&#039;&#039;AS&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
DS is PST plus a fifth of your PSK. Basically, soldiers are born with most of their DS, and can only add 20 more points by maxxing their PSK.&lt;br /&gt;
&lt;br /&gt;
AS is PST*PSK/50. Because PST doesn&#039;t change for soldiers, another way to consider the AS equation is a PST/50 &amp;quot;view&amp;quot;. PST/50 can vary from 0 to 2 (for PST 0 to 100), which then multiplies your PSK. So if your soldier has a middling PST (e.g. 50), each new PSK point adds one more point to his AS. If she&#039;s a psi master (PST 100), each new PSK point adds 2 more to her AS. Because your PSK can [[Experience|increase]] up to 6 points per combat, a psi master&#039;s AS can increase up to 12 points per combat.&lt;br /&gt;
&lt;br /&gt;
Tables for DS and AS, by PST and PSK:&lt;br /&gt;
&lt;br /&gt;
           &#039;&#039;&#039;&amp;lt;u&amp;gt;Defense Strength&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
           &#039;&#039;&#039;&amp;lt;u&amp;gt;PSK&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
             &#039;&#039;&#039;0   10   20   30   40   50   60   70   80   90  100&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&amp;lt;u&amp;gt;PST&amp;lt;/u&amp;gt;   0&#039;&#039;&#039;    0    2    4    6    8   10   12   14   16   18   20&lt;br /&gt;
      &#039;&#039;&#039; 10&#039;&#039;&#039;   10   12   14   16   18   20   22   24   26   28   30&lt;br /&gt;
      &#039;&#039;&#039; 20&#039;&#039;&#039;   20   22   24   26   28   30   32   34   36   38   40&lt;br /&gt;
      &#039;&#039;&#039; 30&#039;&#039;&#039;   30   32   34   36   38   40   42   44   46   48   50&lt;br /&gt;
      &#039;&#039;&#039; 40&#039;&#039;&#039;   40   42   44   46   48   50   52   54   56   58   60&lt;br /&gt;
      &#039;&#039;&#039; 50&#039;&#039;&#039;   50   52   54   56   58   60   62   64   66   68   70&lt;br /&gt;
      &#039;&#039;&#039; 60&#039;&#039;&#039;   60   62   64   66   68   70   72   74   76   78   80&lt;br /&gt;
      &#039;&#039;&#039; 70&#039;&#039;&#039;   70   72   74   76   78   80   82   84   86   88   90&lt;br /&gt;
      &#039;&#039;&#039; 80&#039;&#039;&#039;   80   82   84   86   88   90   92   94   96   98  100&lt;br /&gt;
      &#039;&#039;&#039; 90&#039;&#039;&#039;   90   92   94   96   98  100  102  104  106  108  110&lt;br /&gt;
      &#039;&#039;&#039;100&#039;&#039;&#039;  100  102  104  106  108  110  112  114  116  118  120&lt;br /&gt;
 &lt;br /&gt;
           &#039;&#039;&#039;&amp;lt;u&amp;gt;Attack Strength&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
           &#039;&#039;&#039;&amp;lt;u&amp;gt;PSK&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
             &#039;&#039;&#039;0   10   20   30   40   50   60   70   80   90  100&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;&amp;lt;u&amp;gt;PST&amp;lt;/u&amp;gt;   0&#039;&#039;&#039;    0    0    0    0    0    0    0    0    0    0    0&lt;br /&gt;
      &#039;&#039;&#039; 10&#039;&#039;&#039;    0    2    4    6    8   10   12   14   16   18   20&lt;br /&gt;
      &#039;&#039;&#039; 20&#039;&#039;&#039;    0    4    8   12   16   20   24   28   32   36   40&lt;br /&gt;
      &#039;&#039;&#039; 30&#039;&#039;&#039;    0    6   12   18   24   30   36   42   48   54   60&lt;br /&gt;
      &#039;&#039;&#039; 40&#039;&#039;&#039;    0    8   16   24   32   40   48   56   64   72   80&lt;br /&gt;
      &#039;&#039;&#039; 50&#039;&#039;&#039;    0   10   20   30   40   50   60   70   80   90  100&lt;br /&gt;
      &#039;&#039;&#039; 60&#039;&#039;&#039;    0   12   24   36   48   60   72   84   96  108  120&lt;br /&gt;
      &#039;&#039;&#039; 70&#039;&#039;&#039;    0   14   28   42   56   70   84   98  112  126  140&lt;br /&gt;
      &#039;&#039;&#039; 80&#039;&#039;&#039;    0   16   32   48   64   80   96  112  128  144  160&lt;br /&gt;
      &#039;&#039;&#039; 90&#039;&#039;&#039;    0   18   36   54   72   90  108  126  144  162  180&lt;br /&gt;
      &#039;&#039;&#039;100&#039;&#039;&#039;    0   20   40   60   80  100  120  140  160  180  200&lt;br /&gt;
&lt;br /&gt;
Attack Strength is symmetrical, but Defense Strength is not.&lt;br /&gt;
&lt;br /&gt;
= Alien Psi Stats =&lt;br /&gt;
&lt;br /&gt;
Alien psi stats for all levels have been summarized [[Psionics#Summary_of_Alien_Psionic_Resistance|here]]. For a spreadsheet of all psi stats (only) see [[Media:X-COM_Psi_Stats.xls|this]], or for ALL alien stats, see [http://www.strategycore.co.uk/xcom/pg/ufoalienstats this].&lt;br /&gt;
&lt;br /&gt;
Most players (these days!) are playing at Superhuman difficulty level. Here&#039;s a table of all Superhuman psi stats, &#039;&#039;&#039;sorted by decreasing Defense Strength&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;u&amp;gt;Alien/Rank&amp;lt;/u&amp;gt;             &amp;lt;u&amp;gt;DS&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;AS&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;PST&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;PSK&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;&lt;br /&gt;
  Cyberdisc             116    -    116    -    1&lt;br /&gt;
  Sectopod              116    -    116    -    1&lt;br /&gt;
  Silacoid               92    -     92    -    1&lt;br /&gt;
  Ethereal Commander     86   87     75   58    1&lt;br /&gt;
  Zombie                 80    -     80    -    1&lt;br /&gt;
  Ethereal Leader        79   71     69   52    1&lt;br /&gt;
  Sectoid Commander      71   80     58   69    1&lt;br /&gt;
  Sectoid Leader         69   67     58   58    1&lt;br /&gt;
  Celatid                69    -     69    -    1&lt;br /&gt;
  Ethereal Soldier       67   53     58   46    1&lt;br /&gt;
  Chryssalid             58    -     58    -    1&lt;br /&gt;
  Snakeman Commander     58    -     58    -    1&lt;br /&gt;
  Floater Commander      52    -     52    -    1&lt;br /&gt;
  Snakeman Leader        52    -     52    -    1&lt;br /&gt;
  Floater Leader         46    -     46    -    1&lt;br /&gt;
  Sectoid (Common)       46    -     46    -    4&lt;br /&gt;
  Snakeman (Common)      46    -     46    -    3&lt;br /&gt;
  Floater (Common)       40    -     40    -    4&lt;br /&gt;
  Reaper                 40    -     40    -    1&lt;br /&gt;
  Muton (Common)         29    -     29    -    3&lt;br /&gt;
  Civilian (Common)       5    -      5    -    2&lt;br /&gt;
&lt;br /&gt;
As for Defense Strength:&lt;br /&gt;
*The strongest defenders are robots (DS 116), then exotics (silacoid 92, zombie 80) and psi-active aliens (86-67).&lt;br /&gt;
*Squarely in the middle are celatids (69), chryssalids (58), and psi-inactive leaders (58-46 for Snakeman and Floater LDRs and CDRs).&lt;br /&gt;
*Reapers (40) are by far the most susceptible terrorist.&lt;br /&gt;
*Common ranks (navigators, engineers, medics, and soldiers except Ethereals) are at the low end (46, 40).&lt;br /&gt;
*&#039;&#039;&#039;All&#039;&#039;&#039; mutons are the lowest of any enemy (all 29; mutons do not have leaders).&lt;br /&gt;
*Civilians basically have no defense at all. Ironically, this might mean they&#039;ll survive the worst attackers of all better (Ethereals), since many might be MCed! &#039;&#039;Has anybody seen this?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are Superhuman psi stats for psi-active aliens, &#039;&#039;&#039;sorted by descending Attack Strength&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;Alien/Rank&amp;lt;/u&amp;gt;            &amp;lt;u&amp;gt;DS&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;AS&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;PST&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;PSK&amp;lt;/u&amp;gt;&lt;br /&gt;
   Ethereal Commander    86    87    75    58&lt;br /&gt;
   Sectoid Commander     71    80    58    69&lt;br /&gt;
   Ethereal Leader       79    71    69    52&lt;br /&gt;
   Sectoid Leader        69    67    58    58&lt;br /&gt;
   Ethereal Soldier      67    53    58    46&lt;br /&gt;
&lt;br /&gt;
Notice that four out of five have a DS approx. equal to or greater than their AS, but the Sectoid Commander has a lower Defense than Attack strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Vs. Aliens =&lt;br /&gt;
&lt;br /&gt;
[[image:PsiStatsVersusMuton.png|right|thumb|200px|Surface chart of X-COM PST and PSK for chance of MC on a muton (DS 25) at distance 25. If PST and PSK are both low, there&#039;s no chance (the red in the spreadsheet). If they&#039;re both high, then it&#039;s guaranteed (blue).]]For every alien at a given distance, a surface (3D) graph of the PST and PSK needed to psionically attack can be made (see inset). But due to the fact that Psi Strength never changes for a given soldier, it&#039;s probably easier to consider PST as fixed, in which case only Psi Skill varies - which makes for a simple line equation (Psi Skill vs. Attack Strength, where AS equals percent Panic or MC success).&lt;br /&gt;
&lt;br /&gt;
Along these lines, a table can be made that shows the Psi Skill that a soldier with high Psi Strength (PST 90) needs for a guaranteed (100% AS) chance to Mind Control an alien. Because Psi Strength is [[Raw_recruit_statistical_likelihood|randomly determined for recruits]], 10% of your soldiers will have PST 90 or higher.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve shown Superhuman in the table because many of you are probably playing at that level, but the lowest target (Mutons) at Beginner difficulty level is also shown for comparison. &#039;&#039;If anybody wants to see numbers for other difficulty levels, let me know - [[User:MikeTheRed|MTR]].&lt;br /&gt;
&lt;br /&gt;
Some observations can be made, which reflect how the equation operates:&lt;br /&gt;
*Distance is always a simple additive. Your Attack Strength must be +15 if a target is at distance 25 instead of 10.&lt;br /&gt;
*The difference between 0% chance and 100% chance is always +56 AS. This is due to the slope of the equation (100/56). Here, the equation is re-arranged for an inverted 56/100, which is then multiplied by 100 for the 100% chance.&lt;br /&gt;
*Related to this, the Psi Skill needed by the PST 90 soldier in the last column of the table does not rise as fast as defense strength. This is because, at PST 90, every 1 point of PSK increase is worth a 1.8 point increase in Attack Strength (AS= 90/50*PSK= 1.8*PSK). A difference of 56 AS for a PST 90 soldier equals a PSK difference of 31, not 56 (31= 56/1.8= 56/90/50).&lt;br /&gt;
*Notice that the psi equation Constant disappears at distance 25 (Constant +25, Distance -25). This shows up as the Defense Strength being equal to the 0% Attack Strength. Maybe the programmers used this &amp;quot;average&amp;quot; distance of 25 as a benchmark to design their equation around.&lt;br /&gt;
*Also notice that the weakest possible target - a Beginner Muton at distance 1 - pins down the lower end of where Attack Strength begins to have an effect. If, in theory, you could have a 0 PSK soldier who could psi attack, he would just barely not be able to affect the weakest possible target. Interestingly, if you hack a target to a Defense Strength less than 25, soldiers with the weakest possible Attack Strength (1) &#039;&#039;&#039;can&#039;&#039;&#039; successfully Mind Control them.&lt;br /&gt;
*Rookies with a maxxed PST (100) won&#039;t quite have the 32 Attack Strength needed to 100% MC an adjacent Beginner Muton right out of the [[Psionic_Laboratory|Psi Lab]], but they&#039;ll be close. 24 is the highest PSK one can have coming out of the lab; 100*24/50 is an AS of 48, which is close to the 57 needed for a 100% MC chance. But then few soldiers will be both 100 PST &#039;&#039;and&#039;&#039; 24 PSK right out of the lab (only [[Raw_recruit_statistical_likelihood|1 in 909]] - 0.11% - will be), nor is a Beginner Muton always right next to you. :) For a more likely scenario - a 90/20 psi newbie (AS 36), and a Superhuman Muton (DS 29) at distance 25 - you have a 12.5% chance of MC right out of the gate. And you can&#039;t touch any of the tougher aliens, not yet - but you &#039;&#039;can&#039;&#039; gain 3 to 6 PSK, and 5 to 12 AS (at high PST), each combat.&lt;br /&gt;
*The game is well-designed inasmuch as soldiers grow from just barely being entirely psi worthless (unable to affect an adjacent Muton; see above) to being able to MC the toughest targets over long distances, at very high Psi Skill. And you &#039;&#039;&#039;do&#039;&#039;&#039; need high Psi Skill for even high PST soldiers to be certain of MC on the toughest targets. But due to the fact that you may have a number of mid-range PSK soldiers with high PST, each of whom can make 2 or 3 MC attempts, even tough targets are rarely a problem for high PST but mid-range PSK soldiers.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;u&amp;gt;Level&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Target&amp;lt;/u&amp;gt;                 &amp;lt;u&amp;gt;PST&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;PSK&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;DS&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;0% AS&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;100% AS&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;=PSK*&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Notes&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
               &#039;&#039;&amp;lt;u&amp;gt;Weakest possible alien target, directly adjacent (distance 1)&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
  Beginner     Muton                   25       0      25       1      57      32   The weakest possible alien target, directly adjacent&lt;br /&gt;
 &lt;br /&gt;
               &#039;&#039;&amp;lt;u&amp;gt;Short range (distance 10)&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
  Beginner     Muton                   25       0      25      10      66      37   Beginner Mutons&lt;br /&gt;
  Superhuman   Muton                   29       0      29      14      70      39   Superhuman Mutons&lt;br /&gt;
      &amp;quot;        Common                  46       0      46      31      87      49   Gets all sub-LDR Floaters, Snakes, Sectoids, &amp;amp; Reaper&lt;br /&gt;
      &amp;quot;        Sectoid CDR             58      69      71      56     112      63   Gets all but Ethereal LDR+, Zombie, Silacoid, Robots&lt;br /&gt;
      &amp;quot;        Ethereal LDR            69      52      79      64     120      67   The Zombie is 1 DS higher (DS 80)&lt;br /&gt;
      &amp;quot;        Ethereal CDR            75      58      86      71     127      71&lt;br /&gt;
      &amp;quot;        Silacoid                92       0      92      77     133      74&lt;br /&gt;
      &amp;quot;        Cyberdisc &amp;amp; Sectopod   116       0     116     101     157      88   Robots have the highest DS&lt;br /&gt;
 &lt;br /&gt;
               &#039;&#039;&amp;lt;u&amp;gt;All the above, at medium range (distance 25)&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
  Beginner     Muton                   25       0      25      25      81      45&lt;br /&gt;
  Superhuman   Muton                   29       0      29      29      85      48&lt;br /&gt;
      &amp;quot;        Common                  46       0      46      46     102      57&lt;br /&gt;
      &amp;quot;        Sectoid CDR             58      69      71      71     127      71&lt;br /&gt;
      &amp;quot;        Ethereal LDR            69      52      79      79     135      75&lt;br /&gt;
      &amp;quot;        Ethereal CDR            75      58      86      86     142      79&lt;br /&gt;
      &amp;quot;        Silacoid                92       0      92      92     148      83&lt;br /&gt;
      &amp;quot;        Cyberdisc &amp;amp; Sectopod   116       0     116     116     172      96&lt;br /&gt;
 &lt;br /&gt;
               &#039;&#039;&amp;lt;u&amp;gt;All the above, at long range (distance 50)&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
  Beginner     Muton                   25       0      25      50     106      59&lt;br /&gt;
  Superhuman   Muton                   29       0      29      54     110      62&lt;br /&gt;
      &amp;quot;        Common                  46       0      46      71     127      71&lt;br /&gt;
      &amp;quot;        Sectoid CDR             58      69      71      96     152      85&lt;br /&gt;
      &amp;quot;        Ethereal LDR            69      52      79     104     160      89&lt;br /&gt;
      &amp;quot;        Ethereal CDR            75      58      86     111     167      93&lt;br /&gt;
      &amp;quot;        Silacoid                92       0      92     117     173      97&lt;br /&gt;
      &amp;quot;        Cyberdisc &amp;amp; Sectopod   116       0     116     141     197     110&lt;br /&gt;
 &lt;br /&gt;
               &#039;&#039;&amp;lt;u&amp;gt;Worst cases at extreme distance (opposite corners of 5x5 map; distance 75)&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
  Superhuman   Ethereal CDR            75      58      86     136     192     107&lt;br /&gt;
      &amp;quot;        Cyberdisc &amp;amp; Sectopod   116       0     116     166     222     124&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* &amp;quot;=PSK&amp;quot;&#039;&#039;&#039; is the Psi Skill needed for 100% MC, for a soldier with PST 90.&lt;br /&gt;
&lt;br /&gt;
: 207 Psi Attack Strength is the upper critical value. Psi Strength x Psi Skill = 10350, so 100 psi strength and 104 psi skill, or some similiar combinations will do it. This figure will give a soldier 100% chance to mind control a Superhuman Sectopod/Cyberdisk from 90 tiles away... which is the maximum in the game (from 1 base corner tile to the opposite corner tile)&lt;br /&gt;
::Hi Jasonred, sorry for delay in responding. The farthest distance is 75 using the [[Explosions#Distance_from_Ground_Zero|Walking TUs]] method, which needs a 222 Attack Strength for a 100% MC chance on the Cyberdisk or Sectopod. Unless I am missing something about XCOM distances or the Psi formula... in which case, please let me know! Otherwise we might remove these two comments. I like your next paragraph, though... I never thought of that, but it&#039;s true (and interesting). &amp;quot;Psi retard&amp;quot;... hehehe -[[User:MikeTheRed|MikeTheRed]] 20:34, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Even a soldier with theoretical 0 AS aka ZERO psi skill/strength/attack has a 29% chance to panic a Muton from a distance of zero (directly above or below). He can&#039;t activate a Psi-Amp without at least 1 Psi Skill; assuming 1 Psi Strength and 1 Psi Skill (impossible under normal gameplay since the first month of psi training gives more than 10 skill - but the difference is negligible in this example), even this Psi retarded individual has a 1.8% chance of panicking a Muton at 15 distance for superhuman, and 19 distance on beginner.&lt;br /&gt;
&lt;br /&gt;
= Aliens Vs. X-COM =&lt;br /&gt;
&lt;br /&gt;
This table shows the 0% MC success distance for X-COM soldiers versus the five psi-active aliens:&lt;br /&gt;
&lt;br /&gt;
                                        &#039;&#039;&#039;&#039;&#039;Distance for 0% MC success chance,&lt;br /&gt;
                                        &#039;&#039;&#039;&#039;&#039;for X-COM soldier of Defense Strength ...&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Alien/Rank&amp;lt;/u&amp;gt;           &amp;lt;u&amp;gt;PST&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;PSK&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;AS&amp;lt;/u&amp;gt;    &#039;&#039;&#039;  &amp;lt;u&amp;gt;0&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;25&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;50&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;75&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;100&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Invulnerable DS&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 Ethereal Commander    75    58   &#039;&#039;&#039;87&#039;&#039;&#039;    112    87    62    37    12    111&lt;br /&gt;
 Sectoid Commander     58    69   &#039;&#039;&#039;80&#039;&#039;&#039;    105    80    55    30     5    104&lt;br /&gt;
 Ethereal Leader       69    52   &#039;&#039;&#039;71&#039;&#039;&#039;     96    71    46    21     -     95&lt;br /&gt;
 Sectoid Leader        58    58   &#039;&#039;&#039;67&#039;&#039;&#039;     92    67    42    17     -     91&lt;br /&gt;
 Ethereal Soldier      58    46   &#039;&#039;&#039;53&#039;&#039;&#039;     78    53    28     3     -     77&lt;br /&gt;
&lt;br /&gt;
This is the distance at which you are &#039;&#039;&#039;safe from MC&#039;&#039;&#039;. At any &#039;&#039;&#039;&#039;&#039;closer&#039;&#039;&#039;&#039;&#039; distance, you&#039;re not safe, at a rate of ~2% MC success per tile closer (1.78% per tile; 100/56).&lt;br /&gt;
&lt;br /&gt;
At 56 tiles closer than the distances shown, you are 100% vulnerable. Thus a total wimp DS 0 soldier can always be MCed by an Ethereal Commander at distance of 56 or less (112-56), that is, over the majority of the map. And of course a 5x5 map is 75 tiles wide at the diagonal, meaning an Ethereal Commander has a good chance of MCing a psi wimp anywhere on any map - as we&#039;ve all learned to our chagrin.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Invulnerable&#039;&#039;&#039; column shows the Defense Strength a soldier needs to be entirely safe from MC for each type of alien (a.k.a., 0% MC at distance 1). A DS 100 soldier only just barely has a chance of being MCed even when adjacent to psi active Commanders, and a DS 120 soldier (100/100) is entirely safe from MC, even right next to an Ethereal Commander.&lt;br /&gt;
&lt;br /&gt;
For 0% Panic success distances, add 20 to the distances shown, and also to the Invulnerable column. So a 100/100 (DS 120) soldier can still be panicked by an Ethereal Commander when very near, although the chance is low. You&#039;d have to be DS 131 to be entirely safe from Panic when directly next to an Ethereal Commander, but that would require, e.g., 100/155!&lt;br /&gt;
&lt;br /&gt;
Additional notes:&lt;br /&gt;
*The DS 0 to DS 100 columns reflect the distribution of Defense Strength for psi-locked [[Raw recruit statistical likelihood|soldiers]].&lt;br /&gt;
*Elevation does not affect psionics. On a number of [[UFOs]] ([[Abductor]], [[Harvester]], and [[Supply ship|Supply Ship]]), you are very &amp;quot;close&amp;quot; to aliens on the bridge as you enter the ship. Indeed, if you are directly under them, you are at &#039;&#039;&#039;&#039;&#039;distance 0&#039;&#039;&#039;&#039;&#039;, even if they&#039;re on the third floor. None of the information on this page directly addresses distances of 0... you&#039;d actually need a DS of 112 to be invulnerable to MC if directly under (or over) an Ethereal Commander.&lt;br /&gt;
*In the early days - before you get psi - only about 10% of your crew will be invulnerable to MC by Sectoid Leaders. So if you have 20 soldiers, only about 2 will never lose their wits. Still, it takes a DS 40 to be 100% vulnerable... over half your crew will be better than this. Furthermore...&lt;br /&gt;
*Psi-active aliens like to waste their TUs on your wimpiest soldiers, leaving the others free to act.&lt;br /&gt;
*But do remember that this changes as a function of distance... that&#039;s why things can get really crazy when, e.g., entering a Sectoid Abductor... your Panicked and MCed soldiers may be far afield right at the point that you&#039;re higher-DS soldiers enter the ship under its bridge, and need to clear that inner, lower room that&#039;s often packed with aliens. Now &#039;&#039;they&#039;&#039; may be the &amp;quot;best&amp;quot; targets! (Try keep your weaponless psi wimps &#039;&#039;close&#039;&#039; to psi-active aliens, so that the wimps will remain the best targets.)&lt;br /&gt;
&lt;br /&gt;
While all of this is true, don&#039;t forget that you typically have many decent psi-unlocked soldiers pretty soon after getting psi, each of whom will get 2 or 3 psi attempts. Combined with the fact that aliens will be going for your wimpiest dudes, chances are very good that you can successfully psi attack even Ethereal Commanders before they successfully attack all of your guys, as we&#039;ve all seen.&lt;br /&gt;
&lt;br /&gt;
= The OSG Speaks =&lt;br /&gt;
&lt;br /&gt;
The text of the [[Links#X-COM:_General|Official Strategy Guide]] section on Psionics (p. 227) is reproduced here, for comparison. &#039;&#039;Thanks to [[User:Zombie|Zombie]] for transcribing this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Chances for Success in Psionic Combat&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Only soldiers with high ratings in psionic strength and psionic skill should use this form of combat, because it is difficult to master. A soldier&#039;s psionic combat strength is determined as follows:&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(Psionic strength) x (psionic skill) = (psionic combat strength)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A soldier with a psionic strength of 20 and a psionic skill of 50, for example, has a psionic combat strength of 1000.&lt;br /&gt;
&lt;br /&gt;
:When you use a psionic attack on a target, the base chance of success is determined by subtracting the target&#039;s psionic defense from the attacker&#039;s psionic combat strength. The defense value against mind-control attacks is higher than the defense value against panic attacks.&lt;br /&gt;
&lt;br /&gt;
:The psionic defense against panic attacks is determined as follows:&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(Psionic strength) + (psionic skill/5) + (10) = (panic defense)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The psionic defense against mind-control attacks is determined as follows:&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(Psionic strength) + (psionic skill/5) + (30) = (mind control defense)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:So the base chance of success for a psionic attack is determined as follows:&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(Attacker&#039;s psionic combat strength) - (target&#039;s psionic defense) = (base chance)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:For example, a soldier with a psionic combat strength of 1000 attacks an alien with a psionic defense of 950. The base chance of success is 1000 - 950, or 50%.&lt;br /&gt;
&lt;br /&gt;
:Psionic attacks decrease in effectiveness over distance.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Defending X-COM Soldiers Against Psionic Attack&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When X-COM soldiers fall under alien psionic attack, there is a brief flash around the soldier being attacked. If the attack is successful, the victim either panics or falls victim to alien mind control.&lt;br /&gt;
&lt;br /&gt;
:Psionic defense for X-COM soldiers uses the same formula as shown earlier. It is best to have soldiers with the highest possible psionic abilities because they are much less susceptible to psionic attack. This is especially true late in the game, when more psionically endowed aliens tend to show up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Taken together, the equations as presented in the OSG would look like this, if re-written in our format:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039; Attack Strength (AS)&#039;&#039;&#039; = Psi Strength * Psi Skill&lt;br /&gt;
 &#039;&#039;&#039;Defense Strength (DS)&#039;&#039;&#039; = Psi Strength + ( Psi Skill/5 )&lt;br /&gt;
   &lt;br /&gt;
 &#039;&#039;&#039;   Attack Chance (A%)&#039;&#039;&#039; = Constant + AS - DS&lt;br /&gt;
 &lt;br /&gt;
                &#039;&#039;where&#039;&#039;&lt;br /&gt;
              Constant = &#039;&#039;&#039;-30&#039;&#039;&#039; for Mind Control&lt;br /&gt;
                         &#039;&#039;&#039;-10&#039;&#039;&#039; for Panic&lt;br /&gt;
&lt;br /&gt;
As can be seen, while what the OSG shows is more or less correct in and of itself, it omits important details:&lt;br /&gt;
*The Attack Strength portion (PST * PSK /50) doesn&#039;t show the divisor of &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
*The slope factor (&#039;&#039;&#039;100/56&#039;&#039;&#039;) is missing&lt;br /&gt;
*The &#039;&#039;&#039;distance&#039;&#039;&#039; factor was not shown (1 per tile)&lt;br /&gt;
*The &#039;&#039;&#039;constants&#039;&#039;&#039; (OSG 10 and 30 versus actual values of 25 and 45) are 15 points low. Also, as presented (as part of the Defense Strength which is subtracted), they result in &#039;&#039;negative&#039;&#039; values which are &#039;&#039;subtracted&#039;&#039;, when the constant should be &#039;&#039;added&#039;&#039;. This leads to a final variance of &#039;&#039;&#039;-35&#039;&#039;&#039; for Panic attacks (+25 missing, then -10 more) and &#039;&#039;&#039;-75&#039;&#039;&#039; for MC (+45 missing, then -30 more), versus the correct results.&lt;br /&gt;
The absence of the 50 AS divisor was probably the most egregious omission (a.k.a., &amp;quot;these numbers don&#039;t make a bit of sense!&amp;quot;), although the constants being so far off didn&#039;t help one bit. One could&#039;ve gotten a close approximation (results that at least made some sense in the game) if only the slope and distance factors had been omitted. But notice how the OSG author himself (David Ellis) lists an incorrect example - how&#039;d he ever get 950 for a Defense Strength?&lt;br /&gt;
&lt;br /&gt;
All in all, it suggests that Ellis never knew the full equation. This can readily happen when an author talks to developers and they tell him a ton of new, important things, but then later he finds that despite the avalance of information, it still wasn&#039;t the whole story... but he doesn&#039;t have time to follow up amidst the many other things in the book. Not to put down the OSG... It&#039;s a remarkably long and comprehensive game guide, relative to many other single-player game guides. Inevitably, some deep game details don&#039;t make it, in the all-important shuffle to get the guide out quickly, so it can hit the streets the same time the game does (the peak buying period).&lt;br /&gt;
&lt;br /&gt;
Be that as it may... due to incompleteness, the OSG&#039;s psi equations have long frustrated players attempting to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Note =&lt;br /&gt;
&lt;br /&gt;
This is all the work I plan to do for the time being; I think I&#039;ve covered all the pertinent details. I hope you&#039;ve enjoyed it. If you&#039;d like something shown in more depth, or think of something else entirely, just let me know! --&#039;&#039;[[User:MikeTheRed|MTR]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
*[[Psionic Strength]]&lt;br /&gt;
*[[Psionic Skill]]&lt;br /&gt;
*[[Field Manual: Psionics]]&lt;br /&gt;
*[[Psionic Laboratory|Psi-Lab]]&lt;br /&gt;
*[[Psi-Amp]]&lt;br /&gt;
*[[Mind Shield]]&lt;br /&gt;
*[[Mind Probe]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
*[[Molecular Control]]&lt;br /&gt;
*For background on testing of the psi equations, see [[MTR_Psi_Testing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Experience&amp;diff=36405</id>
		<title>Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Experience&amp;diff=36405"/>
		<updated>2012-09-12T15:23:23Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Experience Code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just some thoughts I want to jot down before I forget them, based off a discussion I read on one of the forums:&lt;br /&gt;
&lt;br /&gt;
* Kills. Just to be clear, it needs to be emphasised that kills do not count towards stat increases. Was this mentioned or has it been mentioned elsewhere? &lt;br /&gt;
&lt;br /&gt;
* Similarly, kill attribution. When do you get the kill counter incremented. Grenades (thrown and unthrown), volatile battlescape element (i.e. gas tank), secondary explosion from cyberdisc, or volatile battlescape element set off by cyberdisc explosion. Probably by reactions and active attacks too. Don&#039;t remember if we ever quantified all the methods that&#039;ll increment the kill counter. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:Tested the secondary explosion from oil drums, found within my X-COM base hanger. Waited til that last snakeman soldier roamed around weaponlessly, and then smacked the barrel infront of him him. Boom, and Tatsuo Iwahara graduates to a squaddie after this base defense with 1 kills in 3 missions, via a unarmed snakeman using a barrel for cover. Can someone confirm my test?&lt;br /&gt;
&lt;br /&gt;
:Hmm, but is only just off one barrel exploding. I don&#039;t know if things change, if you say, line up barrels across the screen and fry the poor sectoid at the other end. --[[User:Vagabond|Vagabond]] 01:53, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not positive, but I think the rule is &amp;quot;whoever takes the action gets the kill&amp;quot;, i.e., the last soldier to take any sort of action which results in an enemy death gets credited.  I infer this from how Proximity Grenades work: credit for the kill goes to whoever &#039;&#039;sets off&#039;&#039; the grenade.  I suspect this&#039;ll be borne out for &amp;quot;chain reaction&amp;quot; kills and the like.  Alien-on-alien kills probably don&#039;t apply (Cyberdisc explosions probably do), and grenade kills are already known to go to the last soldier who threw it.--[[User:Ethereal Cereal|Ethereal Cereal]] 02:54, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Might also want to double check that the guy credited with the kill is &#039;&#039;&#039;not&#039;&#039;&#039; the first soldier in the list just to make sure it&#039;s not like dropping a grenade. --[[User:Pi Masta|Pi Masta]] 14:42, 15 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi folks, I&#039;ve been off playing other games a long time (even caused a new wiki to be made for a game, plus of course contributed to many), but still love X-COM - and the many great folks on this wiki.&lt;br /&gt;
&lt;br /&gt;
NKF, the fact that kills don&#039;t matter to Experience per se has been long cited at [[Firing_Accuracy#Improvement]]. The Experience page says to see each skill page, to see exactly how to trigger it. Apologies if you asked before I revised the pages - correlating History timestamps takes time. And also, apologies if it&#039;s now well understood. But if you or others would like to repeat it on Experience or elsewhere to hammer the point home, please do.&lt;br /&gt;
&lt;br /&gt;
I, for one, don&#039;t remember too much being posted about attribution of secondary kills. It sounds like something to be explored. The exact same could be said for the Kill counter. I can&#039;t recall anything at all being said about any nuances of it. But then my memory is famously retarded. One interesting thing is that both [[UNITREF.DAT]] and [[SOLDIER.DAT]] have a two-byte field for it, so the programmers really pulled out the stops - they thought players might deliberately / well have a favorite soldier get hundreds of kills (&amp;gt;255).&lt;br /&gt;
&lt;br /&gt;
Ethereal, don&#039;t forget the Prox Mine is an exception to the rule for every other weapon. In a sense, if you die from it, you get experience from dying, laugh. FWIW it was a real surprise, discovering how it worked. I wonder if the programmers screwed it up.&lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 20:57, 5 October 2007 (PDT)&lt;br /&gt;
:I can confirm the programmers did screw up. The proxmines are treated as a special case, and contrary to grenades, the programmers forgot to set the current unit (i.e. the one that gets the credits) before generating the explosion. The fix I made in my patcher just sets the current unit (quantity2 field from obpos) and voila. [[User:Seb76|Seb76]] 12:45, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
P.S. The details that some of us wikians are getting into these days, can sometimes can really benefit from savegame postings where the first person took the time and care to set everything up, and then test it. Please folks, don&#039;t hesitate to post zipped savegames you used for testing!&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
NKF, am I missing something, or where did Brunpal&#039;s comments finally wind up? I can&#039;t seem to find them not removed on any of the three pages. I am posting this here so he&#039;ll see it if he&#039;s tracking pages he posted to.&lt;br /&gt;
&lt;br /&gt;
Brunpal, I made a start on your good question as the third part of [[Talk:Incendiary]]. I would have emailed you, but you aren&#039;t allowing email.&lt;br /&gt;
&lt;br /&gt;
Good Xcomming, and thanks for your good question. As NKF said, no need to post in multiple places. It can be helpful to have a contact listed. :) - [[User:MikeTheRed|MikeTheRed]] 20:08, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Brunpal&#039;s comments remain on [[Talk:Experience Training]], MRT.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:35, 1 August 2008 (PDT)&lt;br /&gt;
::The discussion ended up on [[Talk:Experience_Training#Fire_and_Gaining_Experience]]. That page is the only spot my questions remain. Ya sorry about the multiple posts. All the pages had 8+ months since an update. I expected it would be months before someone would stumble onto one of the pages for a reply.--[[User:Brunpal|Brunpal]] 20:41, 1 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I dont see it mentioned but the cap for TU&#039;s was different in UFO 1.0. According to the 1.2 readme that patch set the 80 limit. --[[User:BladeFireLight|BladeFireLight]] 21:49, 13 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It didn&#039;t have any caps as far as I remember. That&#039;s why a lot of players who were on 1.0 had soldiers crippled when their stats went past 255 and wrapped back around thanks to the high bits vanishing into the ether. -[[User:NKF|NKF]] 04:32, 14 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experience Code ==&lt;br /&gt;
&lt;br /&gt;
This how stats improvements updated after mission end:&lt;br /&gt;
  function randmod(int a)&lt;br /&gt;
  {&lt;br /&gt;
    return Rand() % (a+1);&lt;br /&gt;
  }&lt;br /&gt;
  function StatImprove4(int exp_score)&lt;br /&gt;
  {&lt;br /&gt;
    if (exp_score&amp;lt;=0) return 0;&lt;br /&gt;
    if (exp_score&amp;lt;=2) return 1;&lt;br /&gt;
    if (exp_score&amp;lt;=5) return 2;&lt;br /&gt;
    if (exp_score&amp;lt;=10) return 3;&lt;br /&gt;
    return 4;&lt;br /&gt;
  }&lt;br /&gt;
  function StatImproveRND(int exp_score)&lt;br /&gt;
  {&lt;br /&gt;
    int v=StatImprove4(exp_score);&lt;br /&gt;
    return v/2 + randmod(v);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
main calculations done after battle:&lt;br /&gt;
&lt;br /&gt;
  if (UnitRef-&amp;gt;PsiSkill_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;Bravery_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;FireAccuracy_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;MeleeAccuracy_experience&amp;gt;0 ||&lt;br /&gt;
      UnitRef-&amp;gt;Reactions_experience&amp;gt;0)&lt;br /&gt;
  {&lt;br /&gt;
    if (!Soldier-&amp;gt;Rank) Soldier-&amp;gt;Rank = 1;&lt;br /&gt;
    int v;&lt;br /&gt;
    v = 80 - Soldier-&amp;gt;BaseTUs - Soldier-&amp;gt;ImproveTUs;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveTUs += randmod(v/10 + 2);&lt;br /&gt;
    v = 60 - Soldier-&amp;gt;BaseHPs - Soldier-&amp;gt;ImproveHPs;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveHPs += randmod(v/10 + 2);&lt;br /&gt;
    v = 70 - Soldier-&amp;gt;BaseStrength - Soldier-&amp;gt;ImproveStrength;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveStrength += randmod(v/10 + 2);&lt;br /&gt;
    v = 100 - Soldier-&amp;gt;BaseEnergy - Soldier-&amp;gt;ImproveEnergy;&lt;br /&gt;
    if (v &amp;gt; 0) Soldier-&amp;gt;ImproveEnergy += randmod(v/10 + 2);&lt;br /&gt;
  } &lt;br /&gt;
&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveReactions + Soldier-&amp;gt;BaseReactions &amp;lt; 100 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveReactions += StatImproveRND(UnitRef-&amp;gt;Reactions_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveFireAccuracy + Soldier-&amp;gt;BaseFireAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveFireAccuracy += StatImproveRND(UnitRef-&amp;gt;FireAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveMeleeAccuracy + Soldier-&amp;gt;BaseMeleeAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveMeleeAccuracy += StatImproveRND(UnitRef-&amp;gt;MeleeAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImproveThrowAccuracy + Soldier-&amp;gt;BaseThrowAccuracy &amp;lt; 120 )&lt;br /&gt;
    Soldier-&amp;gt;ImproveThrowAccuracy += StatImproveRND(UnitRef-&amp;gt;ThrowAccuracy_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;ImprovePsiSkill + Soldier-&amp;gt;BasePsiSkill &amp;lt; 100 )&lt;br /&gt;
    Soldier-&amp;gt;ImprovePsiSkill += StatImproveRND(UnitRef-&amp;gt;PsiSkill_experience);&lt;br /&gt;
  if ( Soldier-&amp;gt;BaseBravery - Soldier-&amp;gt;ImproveBravery &amp;gt; 1 )&lt;br /&gt;
    if ( UnitRef-&amp;gt;Bravery_experience&amp;gt;randmod(10) ) ++Soldier-&amp;gt;ImproveBravery;&lt;br /&gt;
  if ( UnitRef-&amp;gt;CurHPs &amp;lt; UnitRef-&amp;gt;BaseHPs ) //wounded&lt;br /&gt;
  {&lt;br /&gt;
    int v = UnitRef-&amp;gt;BaseHPs - UnitRef-&amp;gt;CurHPs;&lt;br /&gt;
    Soldier-&amp;gt;Wound_Recovery_Days = v / 2 + randmod(v);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 11:17, 13 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Each solder being in psi-training received some skill progress each month. The formula is:&lt;br /&gt;
&lt;br /&gt;
  if (Soldier-&amp;gt;InPsiLab)&lt;br /&gt;
  {&lt;br /&gt;
    if (Soldier-&amp;gt;PsiSkill &amp;gt; 50)&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(2) + 1;&lt;br /&gt;
    else if (Soldier-&amp;gt;PsiSkill &amp;gt; 16)&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(7) + 5;&lt;br /&gt;
    else&lt;br /&gt;
      Soldier-&amp;gt;PsiSkill_Monthly_Improve = randmod(8) + 16;&lt;br /&gt;
    Soldier-&amp;gt;PsiSkill += Soldier-&amp;gt;PsiSkill_MonthImprove;&lt;br /&gt;
  }&lt;br /&gt;
  else&lt;br /&gt;
    Soldier-&amp;gt;PsiSkill_Monthly_Improve = 0;&lt;br /&gt;
&lt;br /&gt;
As we clearly see there is no cap for montly PsiSkill improvement. After reaching level of 100 (with missions or montly) this skill will continue to grow 1..3 each month. And it doesn&#039;t matter if soldier started training at month start or 1 minute before month end :).&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 11:23, 14 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hi Volutar, I have been away. I did the testing on the page, and definitely found you needed 11 actions for max improvement, across hundreds of tests. Please say more: What version were you using? (CE, DOS, etc.) I tested in DOS 1.4. Where is the code, and what tool did you use to decode? Have you actually tested? It&#039;s ok to say No - your code is still greatly appreciated. I wish I had it back then! But X-COM has many instances of rounding affecting results. &lt;br /&gt;
&lt;br /&gt;
:(Does anyone else know where the code is and how to decode?) &lt;br /&gt;
&lt;br /&gt;
:Thanks -[[User:MikeTheRed|MikeTheRed]] 18:26, 5 August 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::K, here&#039;s a [[Media:X-ComNoobsWith10or11inExpCounters.zip|savegame]] that has 14 soldiers, all with 50 for Firing, Reactions, Throwing, and Psy in SOLDIER.DAT. (You will have to quit the combat to see this.) Also, the first 7 have 10 for their number of Kills and for all four Experience Counters (ECs), the second 7 have 11 for the same values in UNITREF.DAT. You can tell if you&#039;re seeing the max primary actions if there are increases of 5 and 6s, but no 1s, for the soldiers. But if you see 1s and no 5s and 6s, you&#039;re not seeing the max experience roll. Quit the combat and see what you get with the first 7 versus the second 7.&lt;br /&gt;
&lt;br /&gt;
::So, in DOS X-COM, it still takes 11 ECs. (Should I add, oh ye of little faith? heh) Can someone check CE so we can know whether it&#039;s different, or there&#039;s something more than the code shown here?&lt;br /&gt;
&lt;br /&gt;
::Thanks -[[User:MikeTheRed|MikeTheRed]] 00:09, 1 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: First of all - sorry for late response. Originally I was inspecting CE version, bought in &amp;quot;steam&amp;quot;. I was thinking these formulas in DOS/CE are the same. I haven&#039;t tested them, I just have not time for these trials, but I have strong knowledge about this code (I also re-checked it few times). Code was decoded with IDA - in the function at .text:004471B0 named &amp;quot;Updates_After_Mission_End&amp;quot;. And I don&#039;t know what in the world can prevent them from working the way I&#039;ve described :).(.--[[User:Volutar|Volutar]] 23:16, 2 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::A fencepost problem perhaps? [[User:NKF|NKF]]&lt;br /&gt;
::::: I&#039;ve revised StatImprove4 function.. I&#039;ve shown slightly incorrect border values.&lt;br /&gt;
Code snippet:&lt;br /&gt;
  exp = cur_unitref-&amp;gt;MeleeAccuracy_exp_cnt;&lt;br /&gt;
  if ( exp )&lt;br /&gt;
   {&lt;br /&gt;
    if ( exp &amp;lt;= 10u )&lt;br /&gt;
     {&lt;br /&gt;
      if ( exp &amp;lt;= 5u )&lt;br /&gt;
        val = ( exp &amp;gt; 2u) + 1;&lt;br /&gt;
      else&lt;br /&gt;
        val = 3;&lt;br /&gt;
     }&lt;br /&gt;
    else&lt;br /&gt;
     {&lt;br /&gt;
      val = 4;&lt;br /&gt;
     }&lt;br /&gt;
    soldier_addr-&amp;gt;ImproveMeleeAcc += val / 2 + xc_RandMod(val);&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
So 10 EC is level 3 and 11 EC is level 4 of improvement.&lt;br /&gt;
&lt;br /&gt;
 lvl  EC     improve range&lt;br /&gt;
 1:  1..2   0..1&lt;br /&gt;
 2:  3..5   1..3&lt;br /&gt;
 3:  6..10  1..4&lt;br /&gt;
 4:  11..   2..6&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 02:25, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Great, thanks Volutar... I knew I&#039;d seen 11 be the value tons of times. Testing is good and de-coding is great, but what&#039;s really best, is both. :) &lt;br /&gt;
&lt;br /&gt;
: Are you just using [http://www.hex-rays.com/products/ida/support/download.shtml IDA 5.0 Freeware] or does it need any other plugin or whatever? FWIW we really should have some entries on the [[Game_editors]] page concerning decoders to get, and maybe a little primer on using them (on its own separate page).&lt;br /&gt;
&lt;br /&gt;
:Thanks again! -[[User:MikeTheRed|MikeTheRed]] 11:23, 12 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HackerTools&amp;diff=36404</id>
		<title>HackerTools</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HackerTools&amp;diff=36404"/>
		<updated>2012-09-12T15:21:23Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;NOTE: A move has been made to delete this page and/or redirect it to [[Game_editors#Useful_Generic_File_Editors]] - see Talk page &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Windows 95 and beyond offer a simple but effective text editor that can be used to hex edit binary files: [[MS-Edit]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re on a budget, EDIT is a fine little tool. I, for one, once used Hex Workshop, but now exclusively use EDIT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; To make screen captures, see [[Info#Screenshots|this]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Another VERY useful hex editing program is the Universal Game Editor (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries).&lt;br /&gt;
&lt;br /&gt;
It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (shareware with full capabilities, but has a reminder screen).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you REALLY know what you are doing, you could also use Raihan Kibria&#039;s frhed (FRee Hex EDitor) found [http://www.kibria.de/frhed.html here] (237 kB plus source). Unlike the above two examples, this editor is completely free.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Game_Files]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_Technical_Details&amp;diff=36350</id>
		<title>Talk:Research Technical Details</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_Technical_Details&amp;diff=36350"/>
		<updated>2012-09-09T02:33:56Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Addendum on Project Timeline Milestones */  Maybe this is a little better. wiki tables can get messy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Time Bugs? ==&lt;br /&gt;
&lt;br /&gt;
It seems odd to me that all the research projects are evenly divisible by 10 except for the live aliens (everything except for the Sectoid Commander) and the Power Suit. The Sectoid Commander has a time of 190 man-days which is probably the value that the programmers wanted for all the other aliens (currently 192 man-days). As for the Power Suit, it has a time of 205 man-days. I was at a loss to explain this until I wondered what the average time was between Personal Armor and the Flying Suit. Those have research times of 180 and 430 man-days respectively for an average of 305 man-days for the Power Suit (compare this to the current value of 205). This kinda throws up some red-flags to me indicating a possible typo or data entry problem. Just wondering what you guys think of this? --[[User:Zombie|Zombie]] 17:45, 11 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Edit: Nevermind about the Power Suit being off by 100. Seems I used 174,1 (430 decimal) instead of 74,1 (330 decimal) for the Flying Suit time. Thus the anticipated average for the Power Suit would be 255 (which is now off by 50). Still, it has a 5 at the end and could have been a mistype. Coincidence? --[[User:Zombie|Zombie]] 22:21, 12 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:It makes sense to me. Notice that the progress ratings are &#039;&#039;almost&#039;&#039; twice as much as the previous one (8%, 14%, 26%) ... then notice that 330 is almost twice 180. Mid-way between this would be 255... but 250 would be &#039;&#039;almost&#039;&#039; halfway between. I think that the 205 is probably a typo of 250.&lt;br /&gt;
:Also, it doesn&#039;t make any sense to have the Sectoid Commander (the second highest-ranking alien) lower than all other aliens, which are all at some incongruous value. It seems pretty clear that some screw-up was copied to all aliens, but probably caught and corrected for the Sectoid Commander... they probably all should&#039;ve been 190. Compare how all terrorists are 170, and all corpses are 180.&lt;br /&gt;
&lt;br /&gt;
:So, agreed. Good points, Zombie. -[[User:MikeTheRed|MikeTheRed]] 11:17, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nice tables etc ==&lt;br /&gt;
&lt;br /&gt;
Great work, Mike, thanks for this. It&#039;s very useful. [[User:Spike]] 07:20 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Addendum on Project Timeline Milestones ==&lt;br /&gt;
&lt;br /&gt;
Research project timelines lend themselves to a little more analysis. But I&#039;ve placed this on the Talk page because, ultimately, it can&#039;t be put to much practical use. (Milestones can be charted, but all you really need to know is on the main Research Details page.)&lt;br /&gt;
&lt;br /&gt;
The following is a table of the amount of time (min, average, and max) needed to finish research projects, depending on progress rating and whether the project was initially unknown or known (or regardless, i.e., plain Average). It also includes the corresponding inefficiency, which is equal to (Progress_Rating_Percent / 2) / Percent_of_Average.&lt;br /&gt;
&lt;br /&gt;
This can be used this for:&lt;br /&gt;
*Initially-&#039;&#039;Known&#039;&#039; projects: The minimum project time is 50%, average 58%, max 67%.&lt;br /&gt;
*&#039;&#039;Average&#039;&#039; projects in general (without regard for Known or Unknown): Minimum is 50%, average is 100%, maximum 150%.&lt;br /&gt;
*Initially &#039;&#039;Unknown&#039;&#039; projects: Minimum is 67%, average is 108%, max is 150%. &lt;br /&gt;
**These can also be considered from the perspective of, after having crossed from Unknown to Known (i.e., &#039;&#039;&#039;Since Known&#039;&#039;&#039;). As of the point that 67% of the research is done: you are at the minimum time to complete an Unknown project (duh), average time left is 41.67% of &#039;&#039;&#039;a priori&#039;&#039;&#039; 100% average (13 - 8 = 5 twelfths), and the max time left is 83% (18 - 8 = 10 twelfths).&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=5&lt;br /&gt;
! colspan=10 | &amp;lt;big&amp;gt;Project Timeline Milestones versus Completion Days and Efficiency&amp;lt;/big&amp;gt;&lt;br /&gt;
|- {{StdDescTable_Heading}} valign = &amp;quot;bottom&amp;quot; &lt;br /&gt;
| rowspan=3 | Progress&lt;br /&gt;
Rating&lt;br /&gt;
| Rowspan=3 | % Ave. &lt;br /&gt;
Assigned&lt;br /&gt;
| 50.00% || 58.33% || 66.67% || 100.00% || 108.33% || 150.00% || 41.67% || 83.33%&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=2 | Minimum &lt;br /&gt;
! rowspan=2 | Known &lt;br /&gt;
Average&lt;br /&gt;
! rowspan=2 | Known &lt;br /&gt;
Boundary &lt;br /&gt;
! rowspan=2 | Average &lt;br /&gt;
! rowspan=2 | Unknown&lt;br /&gt;
Average &lt;br /&gt;
! rowspan=2 | Maximum &lt;br /&gt;
! colspan=2 | Since Known&lt;br /&gt;
|-&lt;br /&gt;
! Ave. &lt;br /&gt;
!Max.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=10 | &amp;lt;big&amp;gt;Max. Days to Complete with Min. Scientists for Progress Rating&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Excellent &lt;br /&gt;
| 26% || 1.92 || 2.24 || 2.56 || 3.85 || 4.17 || 5.77 || 1.60 || 3.21&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
| 14% || 3.57 || 4.17 || 4.76 || 7.14 || 7.74 || 10.71 || 2.98 || 5.95&lt;br /&gt;
|-&lt;br /&gt;
! Average &lt;br /&gt;
| 8% || 6.25 || 7.29 || 8.33 || 12.50 || 13.54 || 18.75 || 5.21 || 10.42&lt;br /&gt;
|-&lt;br /&gt;
! colspan=10 | &amp;lt;big&amp;gt;Inefficiency&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Excellent &lt;br /&gt;
| rowspan=3 | Same&lt;br /&gt;
as&lt;br /&gt;
Above&lt;br /&gt;
| 26.0% || 22.3% || 19.5% || 13.0% || 12.0% || 8.7% || 31.2% || 15.6%&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
|  14.0% || 12.0% || 10.5% || 7.0% || 6.5% || 4.7% || 16.8% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
! Average &lt;br /&gt;
|  8.0% || 6.9% || 6.0% || 4.0% || 3.7% || 2.7% || 9.6% || 4.8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While these values can be charted, they don&#039;t contribute much that is of practical use. So I&#039;ve relegated them here. -[[User:MikeTheRed|MikeTheRed]] 13:40, 8 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Buying/Selling/Transferring&amp;diff=36333</id>
		<title>Buying/Selling/Transferring</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Buying/Selling/Transferring&amp;diff=36333"/>
		<updated>2012-09-08T18:49:16Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: The queue appears to work this way; NKF agrees. If you have any evidence to contrary, let&amp;#039;s start a Talk section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purchase Times ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Time (Hours)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Time (Days)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Personnel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skyranger|SKYRANGER]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Interceptor|INTERCEPTOR]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Missiles&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cannon Rounds (×50)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWPs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Ammunition&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Manufacturable Prices ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Cost ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Sale Price ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Wage/Rental ($/month)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Scientist&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skyranger|SKYRANGER]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Interceptor|INTERCEPTOR]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stingray|Stingray Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Avalanche|Avalanche Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12,750&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stingray Missiles&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avalanche Missiles&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cannon Rounds (×50)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,012&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tank/Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;420,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;340,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP Cannon Shells&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tank/Rocket Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;480,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;360,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP Rockets&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pistol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pistol Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;52&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rifle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rifle Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Heavy Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HC-AP Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;225&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HC-HE Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;275&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HC-I Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Auto-Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10,125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;AC-AP Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;AC-HE Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;560&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;AC-I Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;650&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;520&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rocket Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Rocket&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;480&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Large Rocket&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;720&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary Rocket&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;960&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Grenade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Smoke Grenade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Proximity Grenade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[High Explosive]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stun Rod]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,260&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;945&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Electro-flare]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manufacturable Prices ==&lt;br /&gt;
These are the build prices &amp;quot;straight up&amp;quot;, as shown in the [[manufacturing]] screen. For a more in-depth look at manufacturing, including labor costs, exotic components, etc., see [[Manufacturing Profitability]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Cost ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Sale Price ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Hours&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Workshop|Workspace]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Alien Alloys|Alloys]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[Elerium-115|Elerium]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[UFO Power Source|Power]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;[[UFO Navigation|Navigation]]&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fusion Ball Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;242,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;281,100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Laser Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;182,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;211,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Plasma Beam]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;226,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;267,300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fusion_Ball_Launcher#Fusion_Balls|Fusion Ball]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;53,300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tank/Laser Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;594,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hovertank/Plasma]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;850,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;980,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hovertank/Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,043,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP Fusion Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Laser Pistol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Laser Rifle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36,900&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Heavy Laser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;61,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Motion Scanner]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Medi-Kit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;420&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Psi-Amp]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;194,700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Heavy Plasma]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;122,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;171,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Heavy Plasma Clip]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9,590&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Plasma Rifle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;88,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;126,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;820&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Plasma Rifle Clip]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6,290&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Plasma Pistol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Plasma Pistol Clip]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,440&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blaster Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;144,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blaster Bomb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17,028&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Small Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stun Bomb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Grenade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6,700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14,850&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mind Probe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;262,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;304,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Personal Armor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;54,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Power Suit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Flying Suit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;58,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Alloys]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFO Power Source]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;130,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFO Navigation]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Firestorm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Lightning]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Avenger]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UFO Recoverable Prices ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Sale Price ($)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Elerium-115]]*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Corpses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Food]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Entertainment]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Surgery]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Examination Room]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFO Construction]]**&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Reproduction]]**&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Habitat]]**&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Elerium-115 is the only useful item in the game that can never be bought or manufactured (only recovered from UFO and Alien Base assaults), so it is recommended that you never sell it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These items cannot be recovered from a UFO. They are game &amp;quot;artifacts&amp;quot; which can only be added to your inventory via an editor.&lt;br /&gt;
&lt;br /&gt;
== Transfers ==&lt;br /&gt;
*All items and personnel take anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance. The minimum is 6 hours, even if your bases are right on top of each other. For details, see the Talk page. &#039;&#039;(Volutar&#039;s work needs to be copied here.)&#039;&#039;&lt;br /&gt;
*Transfer fees depend on item type and distance, and use a term taken from the transfer-time equation. &#039;&#039;(Volutar&#039;s work needs to be copied here.)&#039;&#039;&lt;br /&gt;
*The transfer queue ([[TRANSFER.DAT]]) can only handle 100 line items at a time. &amp;quot;Line items&amp;quot; means that, e.g., a single transfer of 50 Alloys only counts as one line item. (Each row you see in the Base Info&#039;s Transfers tab is one line.)&lt;br /&gt;
*If you transfer a Transport, all the weapons, soldiers, and equipment assigned to it also transfer. It&#039;s a quick way to transfer an entire fighting force, but everything will be in limbo (the transfer queue) and can&#039;t do anything until they arrive.&lt;br /&gt;
**The craft and each soldier will enter the Transfer queue. If this causes there to be more than 100 items in the queue, excess soldiers will be left behind.&lt;br /&gt;
**Equipment assigned to a craft is actually stored [[CRAFT.DAT|with the craft]] (not in base stores). So it does get transferred, but doesn&#039;t show up in (or clog) the queue. (Nor will it show up at either base, while on the craft.) Don&#039;t forget to separately transfer any extra ammo or backup items your force needs.&lt;br /&gt;
*Transferring an existing craft to a base is &#039;&#039;much&#039;&#039; quicker (6-16 hours) than ordering a new craft for that base (72 or 96 hours, plus arming/fueling time). If craft are urgently needed in an area, transfer craft from other base(s) in quieter areas, and (if required), order new craft for the quieter base(s). Transferred craft arrive ready for a mission. Again this is faster than newly bought craft which must go through the full arming/fueling/etc. cycle.&lt;br /&gt;
&lt;br /&gt;
*Transferring anything that is alive (soldiers, scientists, engineers and captured aliens) is FREE!&lt;br /&gt;
**Note that when transferring captured aliens, you need to have room in the target base&#039;s containment. One thing that is not terribly obvious is that these aliens in transit use up living quarter space at the target base until they arrive and are thrown into the freezer.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*[[Known_Bugs#Storage_and_Transfer_Bugs|Storage and Transfer Bugs]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Hiring/firing]]&lt;br /&gt;
*[[Manufacturing Profitability]]&lt;br /&gt;
*[[UFO Recovery Values]]&lt;br /&gt;
*[[Economics]]&lt;br /&gt;
*[[Buying/Selling/Transferring_(TFTD)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Technical_Details&amp;diff=36332</id>
		<title>Research Technical Details</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Technical_Details&amp;diff=36332"/>
		<updated>2012-09-08T17:43:08Z</updated>

		<summary type="html">&lt;p&gt;MikeTheRed: /* Insights into Research Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Time ==&lt;br /&gt;
For a basic version of this table, see [[Research Hours]].&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;  cellpadding=5&lt;br /&gt;
|- {{StdDescTable_Heading}} valign = &amp;quot;bottom&amp;quot;&lt;br /&gt;
! Min.&lt;br /&gt;
Days &lt;br /&gt;
! Known&lt;br /&gt;
At &lt;br /&gt;
! Ave. &lt;br /&gt;
Days &lt;br /&gt;
! Max.&lt;br /&gt;
Days&lt;br /&gt;
! &lt;br /&gt;
Research Project&lt;br /&gt;
! &lt;br /&gt;
Ave. &lt;br /&gt;
! &lt;br /&gt;
Good&lt;br /&gt;
! &lt;br /&gt;
Exc.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 34 || 50 || 75 || Laser Weapons || 4 || 7 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 67 || 100 || 150 || Laser Pistol || 8 || 14 || 26&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Entertainment || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Food || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Alien Surgery || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 100 || 150 || 225 || Examination Room || 12 || 21 || 39&lt;br /&gt;
|-&lt;br /&gt;
| 85 || 114 || 170 || 255 || Live Terrorists (4 types) || 14 || 24 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Alien Corpses (11 types) || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Motion Scanner || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Personal Armor || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 120 || 180 || 270 || Stun Bomb || 15 || 26 || 47&lt;br /&gt;
|-&lt;br /&gt;
| 95 || 127 || 190 || 285 || Live Sectoid Commander || 16 || 27 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 96 || 128 || 192 || 288 &lt;br /&gt;
| Live Aliens (22 types) &lt;br /&gt;
| 16 || 27 || 50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 134 || 200 || 300 || Alien Grenade || 16 || 28 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 103 || 137 || 205 || 308 || Power Suit || 17 || 29 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 105 || 140 || 210 || 315 || Medi-Kit || 17 || 30 || 55&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Alien Origins || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Blaster Bomb || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 200 || 300 || 450 || Laser Rifle || 24 || 42 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 165 || 220 || 330 || 495 || Flying Suit || 27 || 47 || 86&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 240 || 360 || 540 || Mind Shield || 29 || 51 || 94&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Alien Alloys || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Heavy Plasma Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Plasma Pistol Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 267 || 400 || 600 || Plasma Rifle Clip || 32 || 56 || 104&lt;br /&gt;
|-&lt;br /&gt;
| 210 || 280 || 420 || 630 || Laser Cannon || 34 || 59 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 210 || 280 || 420 || 630 || Psi-Lab || 34 || 59 || 110&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || Elerium-115 || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Construction || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Navigation || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 300 || 450 || 675 || UFO Power Source || 36 || 63 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 230 || 307 || 460 || 690 || Heavy Laser || 37 || 65 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 334 || 500 || 750 || Psi-Amp || 40 || 70 || 130&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 334 || 500 || 750 || The Martian Solution || 40 || 70 || 130&lt;br /&gt;
|-&lt;br /&gt;
| 255 || 340 || 510 || 765 || Laser Defenses || 41 || 72 || 133&lt;br /&gt;
|-&lt;br /&gt;
| 275 || 367 || 550 || 825 || Small Launcher || 44 || 77 || 143&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Cydonia or Bust || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Mind Probe || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || New Fighter Craft (Firestorm) || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 400 || 600 || 900 || Plasma Pistol || 48 || 84 || 156&lt;br /&gt;
|-&lt;br /&gt;
| 310 || 414 || 620 || 930 || Plasma Defenses || 50 || 87 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 330 || 440 || 660 || 990 || Plasma Beam || 53 || 93 || 172&lt;br /&gt;
|-&lt;br /&gt;
| 335 || 447 || 670 || 1005 || Hyper-Wave Decoder || 54 || 94 || 175&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 467 || 700 || 1050 || New Fighter-Transporter (Lightning) || 56 || 98 || 182&lt;br /&gt;
|-&lt;br /&gt;
| 350 || 467 || 700 || 1050 || Plasma Rifle || 56 || 98 || 182&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 534 || 800 || 1200 || Fusion Defenses || 64 || 112 || 208&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 534 || 800 || 1200 || Heavy Plasma || 64 || 112 || 208&lt;br /&gt;
|-&lt;br /&gt;
| 440 || 587 || 880 || 1320 || Fusion Missile (Fusion Ball &amp;amp; Launcher) || 71 || 124 || 229&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 600 || 900 || 1350 || Blaster Launcher || 72 || 126 || 234&lt;br /&gt;
|-&lt;br /&gt;
| 450 || 600 || 900 || 1350 || Ultimate Craft (Avenger) || 72 || 126 || 234&lt;br /&gt;
|-&lt;br /&gt;
| 465 || 620 || 930 || 1395 || Grav Shield || 75 || 131 || 242&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Minimum Days&#039;&#039;&#039; is the minimum number of scientist-days needed to research this project (50% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Known At&#039;&#039;&#039; is the point at which progress goes from Unknown to a progress rating (67% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Average Days&#039;&#039;&#039; is the average number of scientist-days needed for this project (from [[RESEARCH.DAT]]). &lt;br /&gt;
&#039;&#039;&#039;Maximum Days&#039;&#039;&#039; is the maximum number of scientist-days needed to research this project (150% of Average Days). &lt;br /&gt;
&#039;&#039;&#039;Ave&#039;&#039;&#039;rage, &#039;&#039;&#039;Good&#039;&#039;&#039;, and &#039;&#039;&#039;Exc&#039;&#039;&#039;ellent shows the &amp;lt;u&amp;gt;minimum&amp;lt;/u&amp;gt; number of scientists needed for this progress rating (see below).&lt;br /&gt;
&lt;br /&gt;
== Research Time Basics ==&lt;br /&gt;
&lt;br /&gt;
*The game starts with the average hours needed (from [[RESEARCH.DAT]]) and rolls to see how long a specific project will take (±50%). Laser Weapons take an average of 50 research days, but in practice can take from 25 to 75 days. The time it will take is determined when the project is started, and is stored in [[PROJECT.DAT]].&lt;br /&gt;
* Projects only progress and check completion &#039;&#039;&#039;at midnight&#039;&#039;&#039;, so what scientists are doing the rest of the day &amp;amp;ndash; traveling between bases, on different projects, or sitting in the coffee room unassigned &amp;amp;ndash; is irrelevant. All that matters is what (if any) projects they are on at midnight. This single check also means projects take a minimum of one day.&lt;br /&gt;
* Each midnight, the game subtracts the number of research days according to how many scientists you have assigned to that project; the project is done when the counter reaches zero. If a project will require 31 man days and you have 10 scientists assigned, it will take four days to complete (and you have wasted nine). You could assign a lot of scientists until you reach the point where it might be completed, and gradually taper them. But [[PROJECT.DAT|without cheating]], there&#039;s no way of telling just how long it will take.&lt;br /&gt;
* The efficiency increases as the number of scientists on a project decreases. If you run several projects in parallel, you&#039;ll waste fewer man days overall. In the extreme case, you&#039;d assign only one scientist on every project and would be sure that not a single man day will be lost, but it would take months or years to get anything done. You decide.&lt;br /&gt;
* Even if you do &amp;quot;waste&amp;quot; scientist-days on the last day of a project, you may well get the opportunity to regain much more time than was wasted, due to the [[Known Bugs#Research Rollover|Research Rollover bug]].&lt;br /&gt;
&lt;br /&gt;
==Research Progress==&lt;br /&gt;
&lt;br /&gt;
===Known versus Unknown Progress===&lt;br /&gt;
&lt;br /&gt;
The game stops showing progress as Unknown when you have completed two-thirds of the average time needed to complete a project. By itself, this doesn&#039;t tell you much.&lt;br /&gt;
&lt;br /&gt;
However, the roll for your project&#039;s actual time can be anywhere from 50% to 150% of the average, so if you roll less than 67% of the average time, the progress of your newly-created project becomes immediately known - and you know you just got a good roll. It happens a sixth of the time (50% to 67% is 1/6th of the 50% - 150% range). &lt;br /&gt;
*If your project is immediately known, it will take a mean of 58.33% of the average time to complete (7/12ths, halfway between 1/2 and 2/3rds).&lt;br /&gt;
*If it&#039;s Unknown, your roll is from 67% to 150% of the average, with a mean of 108.33% of the average (13/12ths, halfway between 8/12ths and 18/12ths).&lt;br /&gt;
Thus, a sixth of the time, it takes ~58% of the average research time to complete. The rest of the time, it takes ~108% of the average time. That&#039;s less than twice as long as initially-known projects, on average (13/7 = 1.86x). &lt;br /&gt;
&lt;br /&gt;
In a nutshell, Unknown projects take about as long as the Average. But a sixth of the time, you get a double-speed gift (a Known project).&lt;br /&gt;
&lt;br /&gt;
You can&#039;t cancel a research project at a given base, so the only way to exploit Knowns &amp;quot;honestly&amp;quot; would be to try the project at additional bases. However, it would be a hassle to set up labs at lots of bases, especially given the fact that it only takes 3+ [[Laboratory|Labs]] a few months to do most of the research (see Total Time, below). But if you want to be cheesy, you can save and reload if you get an Unknown.&lt;br /&gt;
&lt;br /&gt;
===Progress Ratings===&lt;br /&gt;
&lt;br /&gt;
Once your progress becomes known, ratings appear that correspond to a specific percent of the effort needed versus the average time for the project, as shown below. The &#039;&#039;minimum&#039;&#039; number of scientists needed for each rating is shown in the table above. The reciprocal of the percent shows how many days would be needed to complete the project with the minimum scientists for that rating, &amp;lt;u&amp;gt;on average&amp;lt;/u&amp;gt;. &amp;quot;Inefficiency&amp;quot; is the percent of scientists wasted, on average, at that rating. It equals half of the percent assigned (sometimes you might hit the nail on the head and not waste a single scientist day, other times you might barely miss the mark and waste almost all your people the last day... but on average, you waste half of what&#039;s assigned on the last day of the project).&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} cellpadding=5&lt;br /&gt;
| {{StdDescTable Heading}} | Progress&lt;br /&gt;
Rating &lt;br /&gt;
| {{StdDescTable Heading}} | Percent&lt;br /&gt;
Assigned&lt;br /&gt;
| {{StdDescTable Heading}} | Max.&lt;br /&gt;
Days&lt;br /&gt;
| {{StdDescTable Heading}} | Percent&lt;br /&gt;
Inefficiency&lt;br /&gt;
|-&lt;br /&gt;
|  Excellent || 26% || 3.85 || 13%&lt;br /&gt;
|-&lt;br /&gt;
|  Good || 14% || 7.14 || 7%&lt;br /&gt;
|-&lt;br /&gt;
|  Average || 8% || 12.50 || 4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Poor only needs a minimum of 1 scientist. If no scientists are assigned, progress will say None.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Insights into Research Progress===&lt;br /&gt;
&lt;br /&gt;
[[File:ResearchProgressRateVersusEfficiency.gif|250px|thumb|right|Scientists Assigned versus Time To Completion and Efficiency]]Although the research system allows for some insights, ultimately [[Talk:Research_Technical_Details#Addendum_on_Project_Timeline_Milestones|they&#039;re not very practical]]; you can&#039;t readily use them to become much more efficient. &lt;br /&gt;
*If you closely track scientist days, you can compute the maximum number of research days left. If the project approaches this max, you can use the info to avoid a lot of waste right toward the end. (If you know there&#039;s only 10 days left at most, don&#039;t keep 50 assigned.) However, you&#039;d have to track every project even though it&#039;d only wind up being useful for the small number that last real long.&lt;br /&gt;
Perhaps, then, the only real insights are simple and fairly obvious:&lt;br /&gt;
*Know what you&#039;re doing if you assign a high number of scientists (more than minimum needed for Excellent). You might want to track projects if they are important, and are using a large percent of your scientists. &lt;br /&gt;
*Initially-known projects only need about half the average time; progress ratings under-estimate by 2. (Assigning the minimum for Average progress to an initially-known project gives it about 16% of effort, not 8%.)&lt;br /&gt;
*Just be aware, in general, of the relationship between Progress Rating and efficiency of scientist use (see inset). Average or Good progress is also a good balance between time needed and efficiency. &lt;br /&gt;
**Poor progress can drastically increase the time needed, for only tiny efficiency gains. &lt;br /&gt;
**With Excellent progress, you might not finish it any faster no matter how many scientists you pile on - but you will become more and more inefficient.&lt;br /&gt;
&lt;br /&gt;
== Total Research Time ==&lt;br /&gt;
&lt;br /&gt;
The total time needed to research all technologies is 21,215 days, plus another 576 to research [[Research_Basics#The_Minimum_Three|The Minimum Three]], plus another 6,500 or so to add every alien [[Live_Alien_Research#Alien_Species|species]], [[Live_Alien_Research#Alien_Ships|ship type]], and [[Live_Alien_Research#Alien_Missions|mission type]] entry to the [[UFOpaedia]] (about 28,300 days total). &lt;br /&gt;
&lt;br /&gt;
This can be compared against the total time needed for 1 Scientist, 50 Scientists (1 lab), 100 (2 labs), and so on. Numbers were composed by taking the average of the integer-truncated min and max for each project, then summing these together for all projects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: the following figures are based on an earlier (incomplete) list of research topics.  The specific numbers are no longer correct, although the &amp;quot;efficiency&amp;quot; figures are likely to be similar.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
           &#039;&#039;Scientists&lt;br /&gt;
               &amp;lt;u&amp;gt;1&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;50&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;100&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;150&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;200&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;250&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;300&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;350&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;400&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;450&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;500&amp;lt;/u&amp;gt;&lt;br /&gt;
 Days        20215   391    190    125     94     75     67     58     56     52     49&lt;br /&gt;
 Months       663  12.82   6.23   4.10   3.08   2.46   2.20   1.89   1.84   1.69   1.61&lt;br /&gt;
 Efficiency    --    +3%    +6%    +8%    +8%    +8%    +1%    +0%   -10%   -13%   -17%&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Months&amp;quot; are considered to be 30.5 days long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Efficiency&#039;&#039;&#039; shows how much time is gained or lost versus a pure case with absolutely no integer truncation or 1-day minima (see Notes). As can be seen, it is maximal around 3-5 labs, then starts dropping and keeps dropping.&lt;br /&gt;
&lt;br /&gt;
Note that going from 3 labs to 4 only saves you about a month -- which is about how long it takes to set up the lab!  In practice, 2-3 labs are quite sufficient to acquire all alien technologies in a reasonable time frame.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Data tables]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>MikeTheRed</name></author>
	</entry>
</feed>