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


Each scientist increases the speed of research by 2% (stacks additively).
Each scientist increases the speed of research (stacks additively), an exact formula for research speed can be found here: [[Research (LWR)#In General|Research]]


Scientists are also required in order to build laboratories (15 scientists per laboratory).
Scientists are also required in order to build [[Facilities (LWR)#Constructible Facilities|Laboratories]]. 20/40 scientists for 1st/2nd Laboratory (+40 sci for each after).


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


Each engineer increases the speed of item production through a complex formula:
The speed to produce an item is reduced with more engineers. An exact formula can be found here: [[Engineering (LWR)#Item Production and Foundry Project Speed|Engineering]]
Build Time = Base Time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))
As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces build time by a smaller and smaller amount.


Engineers are also required in order to build workshops and satellite uplinks/nexus' (15 engineers per workshop and 15 engineers per satellite uplink/nexus).
Engineers are also required in order to build [[Facilities (LWR)#Constructible Facilities|Workshops]]. 20/40 engineers for 1st/2nd Workshop (+40 eng for each after).
 
The same engineer requirements apply to building [[Facilities (LWR)#Constructible Facilities|Satellite Uplinks/Nexuses]].  However, the first Uplink (the one you start with) does not count towards this requirement. Also, both Uplinks and Nexuses share the engineer requirements and are independent from the Eorkshop engineer requirements.

Latest revision as of 13:23, 28 September 2025

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Scientists

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

Each scientist increases the speed of research (stacks additively), an exact formula for research speed can be found here: Research

Scientists are also required in order to build Laboratories. 20/40 scientists for 1st/2nd Laboratory (+40 sci for each after).

Engineers

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

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

Engineers are also required in order to build Workshops. 20/40 engineers for 1st/2nd Workshop (+40 eng for each after).

The same engineer requirements apply to building Satellite Uplinks/Nexuses. However, the first Uplink (the one you start with) does not count towards this requirement. Also, both Uplinks and Nexuses share the engineer requirements and are independent from the Eorkshop engineer requirements.