Engineering (LWR): Difference between revisions
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| Reinforces XCOM Base patrol positions with cutting-edge defense strategies | | Reinforces XCOM Base patrol positions with cutting-edge defense strategies. Attacking aliens will have their HP reduced by an average of 1.5% per soldier on patrol due to advanced training, fortifications, and equipment. Reduces fatigue and injuries by 90% for patrol teams, as they defend from fortified locations, damaging aliens before they can retaliate. Further improves recruitment pipelines, lowering recruitment time by an additional 3 days. | ||
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| [[Research (LWR)#Main Tech|Alien Command and Control]]<br>Project Iron Resolve | | [[Research (LWR)#Main Tech|Alien Command and Control]]<br>Project Iron Resolve | ||
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Latest revision as of 02:41, 16 March 2026
In General
The Engineering Bay houses the engineering team, headed by Dr. Shen.
Build/Buy Items
Here you can build or purchase items that you have the resources for.
Item Production and Foundry Project Speed
Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):
Time (in hours) = Build Time * Optimal Engineers * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1.6 ^ Number of Workshops)
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 time by a smaller and smaller amount.
Workshop Discount
A Workshop reduces Credit/Alloy/Elerium costs of all items and foundry projects by 10%. Workshop adjacency bonus counts as half of the Workshop. Multiple Workshops and adjacencies have diminishing returns and discounts cannot exceed 50%. The price you pay is given by formula:
Percent of price you pay = 0.5 + 0.5 * 0.8 ^ (w + 0.5a)
(Where w is the number of Workshops and a is the number of adjacency bonuses)
Values in the following table represent the natural expansion of Workshops in your base. It is assumed that you first build a Foundry and a Repair Bay, then four Workshops adjacent to them.
| Workshops and adjacencies | Total Discount |
|---|---|
| 0.5 | 5.28% |
| 2 | 18.00% |
| 4 | 29.52% |
| 5.5 | 35.35% |
| 7.5 | 40.62% |
Item Fabrication Capacity
The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every 2 workshops.
Rushing
Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.
Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: Scientists and Engineers)
Build Facilities
By selecting "Build Facilities," a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.
Excavations cannot be rushed, and take 8 days to complete.
Rushing
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.
The Foundry
SHIV Advancements
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| SHIV Advancements I | Weapons Technology | Unlocks the first level of SHIV configuration perks. | 10 | Alien Weaponry | §100 | 0 | 80 | 0 | 0 | 10 | 6x Drone Wrecks |
| SHIV Advancements II | - | Unlocks the second level of SHIV configuration perks. | 30 | Cyberdisc Autopsy | §300 | 50 | 100 | 0 | 0 | 20 | 2x Drone Wreck, 2x Cyberdisc Wreck |
| SHIV Advancements III | - | Unlocks the third level of SHIV configuration perks. | 50 | Heavy Floater Autopsy | §500 | 100 | 120 | 60 | 0 | 30 | 4x Mechtoid Core |
General Mechanical Unit Upgrades
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Advanced Repair | Cybernetics | Reduces aircraft, MEC, SHIV, and item repair times by 35%. | 45 | Heavy Floater Autopsy | §300 | 200 | 0 | 0 | 50 | 30 | 6x Heavy Floater Corpse |
| Advanced Servomotors | Cybernetics | Unlocks Walker Servos for soldiers and Elerium Turbos for SHIVs. | 20 | Mechtoid Autopsy | §10 | 150 | 60 | 0 | 0 | 15 | 6x Mechtoid Core |
| Heavy Shells | Cybernetics | All MECs gain HEAT Warheads. | 45 | Heavy Floater Interrogation | §100 | 500 | 10 | 0 | 0 | 15 | 5x Heavy Floater Corpse |
| MEC Warfare Systems | Cybernetics | Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items. | 20 | Alien Biocybernetics | §20 | 0 | 10 | 0 | 0 | 5 | 2x Drone Wreck |
| Mechanized Defenses | Armor Technology | Unlocks the Alloy Carbide Plating item (and with Advanced Power Armor, the Core Plating item) for MECs and SHIVs to increase their defensive capabilities. | 30 | Advanced Body Armor | §10 | 20 | 10 | 0 | 10 | 15 | 2x Cyberdisc Wreck |
| Shaped Armor | Armor Technology | Increases HP of mechanized units (SHIV, MEC) by 3 and KSM penetration by 20. | 35 | Berserker Autopsy | §20 | 170 | 0 | 40 | 40 | 30 | 4x Berserker Corpse |
General Weapon Upgrades
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Alien Grenades | - | Allows the use of Alien Grenades and grants AP grenades +2 damage and HE grenades +3 damage. | 30 | Muton Autopsy | §300 | 70 | 75 | 40 | 30 | 20 | 16x Muton Corpse |
| Ammo Conservation | Weapons Technology | Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst. | 60 | Muton Elite Autopsy | §150 | 800 | 475 | 0 | 20 | 20 | 10x Muton Elite Corpse |
| Beam Strengthening | Weapons Technology | Grants +15% crit damage to all primary laser and pulse weapons. | 45 | Experimental Warfare | §350 | 100 | 110 | 60 | 15 | 20 | 4x UFO Power Source |
| Condensed Plasma | Plasma Weaponry Weapons Technology |
Allows production of Plasma Grenades and Plasma Stellerators. | 90 | Light Plasma Weapons | §200 | 0 | 160 | 200 | 0 | 70 | 5x Muton Elite Corpse |
| Enhanced Ballistics | Weapons Technology | Allows production of Alloy Enhanced Rounds. | 10 | Alien Materials | §20 | 10 | 15 | 0 | 0 | 10 | - |
| Enhanced Lasers | Laser Weaponry Weapons Technology |
Allows production of Enhanced Beam Optics. | 10 | Beam Lasers | §20 | 0 | 15 | 10 | 0 | 10 | - |
| Jellied Elerium | Cybernetics | Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the Incinerator Module. | 45 | Elerium | §100 | 0 | 50 | 100 | 30 | 15 | 10x Chryssalid Carcass |
| Quenchguns | Gauss Weaponry Weapons Technology |
Grants +10 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6). | 35 | Advanced Gauss Weapons | §160 | 100 | 30 | 30 | 0 | 20 | 9x Muton Corpse |
General Equipment Upgrades
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Advanced Flight | Aerospace Technology | Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%. | 50 | Antigrav Systems | §500 | 100 | 0 | 100 | 0 | 20 | 8x Drone Wreck 2x Heavy Floater Corpse |
| Elerium Batteries | - | Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker. | 30 | Alien Power Systems | §100 | 50 | 50 | 50 | 0 | 20 | 16x Drone Wreck |
| Improved Medikit | Cybernetics | Increases the max HP medikits can heal by 2. | 12 | Muton Elite Autopsy | §350 | 0 | 0 | 0 | 50 | 10 | 4x Muton Elite Corpse |
| New Combat Systems | - | Unlocks an array of new gear options in combination with other technologies and projects. | 30 | Experimental Warfare | §200 | 30 | 60 | 20 | 0 | 20 | 4x Thin Man Corpse |
| Psi Warfare Systems | Psionics | Unlocks an assortment of psionic special equipment. | 20 | Xenopsionics | §200 | 0 | 20 | 20 | 40 | 20 | 6x Sectoid Corpse |
| Tactical Rigging | Armor Technology | Grants one extra equipment slot to biosoldiers. | 30 | Muton Interrogation | §50 | 20 | 60 | 80 | 30 | 10 | 4x Muton Corpse |
Pistol Upgrades
These upgrades apply to most pistols and machine pistols.
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| High-Capacity Pistols | Weapons Technology | Grants 1 additional ammo to all non-electric pistols. | 10 | Alien Weaponry | §100 | 25 | 50 | 0 | 0 | 10 | - |
| Rail Pistols | Gauss Weaponry Weapons Technology |
Grants 10 aim to all pistols. | 20 | Gauss Weapons | §150 | 20 | 40 | 0 | 0 | 15 | 2x Seeker Wreck |
| Reflex Pistols | Plasma Weaponry Weapons Technology |
Grants +1 damage to all pistols. | 35 | Compact Plasma Weapons | §250 | 40 | 45 | 50 | 0 | 20 | 6x Heavy Floater Corpse |
Material Recovery
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Advanced Scavenging | - | Allows for the use of secondary scavenging teams on UFO missions. | 15 | Alien Materials | §150 | 0 | 0 | 0 | 0 | 15 | - |
| Improved Salvage | - | Increases weapon fragment recovery from missions and destroyed UFOs by 20%. | 5 | Alien Materials | §400 | 0 | 15 | 0 | 50 | 20 | 20x Thin Man Corpse |
| Alien Metallurgy | - | Increases alien alloy recovery from missions and destroyed UFOs by 20%. | 5 | Alien Materials | §800 | 10 | 0 | 0 | 50 | 20 | 10x Drone Wreck |
| Alien Nucleonics | - | Increases elerium recovery from missions and destroyed UFOs by 20%. | 5 | Alien Materials | §800 | 0 | 0 | 10 | 50 | 20 | 24x Sectoid Corpse |
Base Upgrades
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Advanced Surgery | Cybernetics | Decreases biosoldier wound times by 25%. | 45 | Alien Biocybernetics | §600 | 0 | 0 | 0 | 0 | 30 | 4x Alien Stasis Tank, 4x Alien Surgery |
| Grey Market | - | Unlocks the Grey Market. | 10 | - | §10 | 10 | 0 | 10 | 10 | 45 | 1x Sectoid Captive |
| Operation Rapid Forge | - | Refines recruitment logistics to bring new soldiers on board faster and at reduced cost. Lowers recruitment time by 3 days. Establishes patrol routes staffed by all idle soldiers not actively selected to defend the base. These patrols weaken alien attackers, reducing their HP by an average of 0.5% per soldier on patrol. | 25 | Beam Lasers | §200 | 0 | 0 | 0 | 0 | 5 | - |
| Project Iron Resolve | - | Enhances XCOM Base patrol tactics and defensive readiness while streamlining recruitment efforts. Reduces recruitment time by an additional 3 days. Defensive outposts along patrol routes allow soldiers to engage alien forces more efficiently, reducing fatigue and injuries sustained by patrolling soldiers during an alien assault by 30% and increasing the HP reduction on alien attackers to as average of 1% per soldier on patrol. | 25 | Improved Body Armor Operation Rapid Forge |
§400 | 0 | 0 | 0 | 0 | 5 | - |
| Aegis Initiative | - | Reinforces XCOM Base patrol positions with cutting-edge defense strategies. Attacking aliens will have their HP reduced by an average of 1.5% per soldier on patrol due to advanced training, fortifications, and equipment. Reduces fatigue and injuries by 90% for patrol teams, as they defend from fortified locations, damaging aliens before they can retaliate. Further improves recruitment pipelines, lowering recruitment time by an additional 3 days. | 25 | Alien Command and Control Project Iron Resolve |
§600 | 0 | 0 | 0 | 0 | 5 | - |
Aerospace Improvements
| Name | Credit type | Effects | Prerequisites | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Other | |||||||||||
| Aircraft Boosters | Aerospace Technology Laser Weaponry |
Allows production of one-time 'boosters' for interception. | 10 | Alien Materials | §50 | 0 | 10 | 0 | 10 | 10 | 2x Drone Wreck |
| Armored Fighters | Aerospace Technology Armor Technology |
Increases interceptor and firestorm HP by 30%. | 30 | Advanced Aerospace Concepts | §450 | 150 | 50 | 0 | 25 | 20 | 8x Floater Corpse |
| Cooling Coils | Aerospace Technology | Increases rate of fire of all air weapons by 30%. | 35 | Heavy Floater Interrogation | §80 | 350 | 110 | 0 | 0 | 20 | 4x Cyberdisc Wreck 4x UFO Flight Computer |
| Elerium Afterburners | Aerospace Technology | Increases aircraft battle speed by 10. | 45 | Alien Propulsion | §200 | 70 | 0 | 150 | 0 | 20 | 4x UFO Power Source |
| Improved Avionics | Aerospace Technology | Increases aircraft aim by 10. | 40 | Advanced Aerospace Concepts | §400 | 300 | 60 | 0 | 0 | 20 | 6x UFO Flight Computer |
| Phoenix Coilguns | Gauss Weaponry | Upgrades phoenix cannon penetration to Tier 3 (from Tier 2). | 15 | Gauss Weapons | §40 | 80 | 130 | 0 | 0 | 10 | 6x UFO Power Source |
| Stealth Satellites | - | Decreases the success chance of unabetted hunts to 50% (from 100%). | 65 | Stealth Systems | §50 | 110 | 0 | 10 | 0 | 10 | 6x UFO Flight Computer |
| Supercapacitors | Laser Weaponry | Increases laser cannon damage from 400 to 800. Unlocks Reaper Ammo. | 50 | Advanced Pulse Lasers | §200 | 100 | 40 | 50 | 30 | 5 | 8x UFO Power Source |
| UFO Countermeasures | Aerospace Technology | Increases aircraft dodge chance by 10%. | 50 | Seeker Autopsy | §150 | 40 | 75 | 20 | 0 | 20 | 12x Seeker Wreck 12x UFO Flight Computer |
| UFO Scanners | - | Increase interception time by 10%. Adds UFO HP estimates to the interception screen. |
10 | - | §50 | 0 | 5 | 0 | 0 | 5 | 2x UFO Flight Computer |
| UFO Tracking | Aerospace Technology | Increases interception time by 10%. Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. |
40 | Alien Power Systems | §300 | 10 | 0 | 10 | 0 | 40 | 2x UFO Flight Computer |
Repair Bay
Items can be damaged when a unit is wounded during a battle. If a unit took no base HP damage, there is a 0% chance for the items on that unit to become damaged. If a unit was reduced to 0 health, there's a 20~95% chance for the item to become damaged (depending on the item). The actual chance scales with the percentage of base HP lost. Items with unlimited supply cannot become damaged. Most of the lategame items also cannot become damaged.
Items require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.
Augment Soldiers
Augment up to 1 soldier at a time to become a MEC. For more information click here: MEC Augmentation