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==Scientists==
==Scientists==


XCOM starts with 5 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]]


An exact formula for research speed can be found here: '''[[Research_(LWR)|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).
 
Scientists are also required in order to build '''laboratories'''. The first requires 20 scientists. Each subsequent '''laboratory''' requires double the number of scientist of the previous (e.g. the 4th lab requires 160 scientists).


==Engineers==
==Engineers==


XCOM starts with 5 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: '''[[Engineering_(LWR)#Item_Production_Speed|Engineering - Item Production Speed]]'''
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 '''workshops'''. The first requires 20 engineers. Each subsequent '''workshop''' requires double the number of engineers from the previous (e.g. the 4th workshop requires 160 engineers).
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 '''satellite uplinks and 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 '''workshop''' engineer requirements.
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.