Scientists and Engineers (LWR): Difference between revisions
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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 | 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 [[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. | ||
The speed to produce an item is reduced with more engineers. An exact formula can be found here: [[ | 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]] | ||
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
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.