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[[Long_War_Rebalance|Back to Main Page]]
[[Long_War_Rebalance|Back to Main Page]]


!! NONE OF THIS PAGE HAS BEEN UPDATED TO LWR FEATURES YET !!
== In General ==
 
{{Facilities Data Box (Long War)
|image=Wiki-facbox_engineering.png
|isize=256
|effect=Manufacture/repair items, build facilities, augment soldiers
|adjacency=None
|prerequisites=None
|other=None
|credits=0
|alienaloys=0
|elerium=0
|meld=0
|build time=0
|quick credits=0
|quick alienaloys=0
|quick elerium=0
|quick meld=0
|quick build time=0
|maintenance=0
|power=0
|}}


The '''Engineering Bay''' houses the engineering team, headed by Dr. Shen.
The '''Engineering Bay''' houses the engineering team, headed by Dr. Shen.


Options:
== Build/Buy Items ==


*'''Build/Buy Items'''. Allows you to manufacture weapons and equipment for soldiers (first tab), armor for soldiers (second tab), and specialized equipment for SHIVs, MECs, as well as interceptor weapons and modules (third tab).
Here you can build or purchase items that you have the resources for.
*'''Build Facilities'''. Opens access to the construction of your base.
*'''The Foundry'''. Develop specialized "foundry" projects. See [[Foundry (Long War)]].
*'''Repair Bay'''. Repair damaged items. It costs about 20% of the item cost in credits, alloys, elerium and meld to repair an item. See [[Repair Bay (Long War)]].
*'''Augment Soldiers'''. Augment soldiers into [[MEC Trooper (Long War)|MEC Troopers]] in the Repair Bay. This becomes available after the research of Alien Biocybernetics. A maximum of 3 soldiers can be augmented simultaneously. It takes 10 days to augment a soldier, and costs 40 credits and 60 meld.


==New in Long War==
=== Item Production and Foundry Project Speed ===
There are several key differences between engineering in Long War versus vanilla:


There are only 3 ways to get more engineers:
Each engineer increases the item production and foundry project speed through a complex formula (this is a rough approximation):
* mission rewards
<div style="max-width:1250px">
* from the end-of-the-month reward for satellite covered nations
Time (in hours) = Build Time * Optimal Engineers * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1.6 ^ Number of Workshops)
* from nation requests in exchange for alien materials, equipment, corpses or captured aliens
</div>
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.


'''Workshops do NOT increase the number of engineers!'''
=== Workshop Discount ===


Nothing is built instantaneously. While in vanilla you could manufacture an extra SCOPE right before a mission, in Long War it takes several days. Most things can be built faster by selecting the Build Quickly mode in the manufacturing dialog. This costs significantly more (150%), and uses some Meld, but produces the item in around half the time. The more engineers you have the less time it will take to manufacture items. The more Workshops you have the less materials it will take to manufacture items. Workshop adjacency also reduces the materials cost of items. Base facilities still have a minimum number of engineers to build, but most items and Foundry projects do not; they will simply take a very long time if you try to build them with many fewer engineers on staff than recommended.
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:
<div style="max-width:470px">
Percent of price you pay = 0.5 + 0.5 * 0.8 ^ ('''w''' + 0.5'''a''')
</div>
(Where '''w''' is the number of Workshops and '''a''' is the number of adjacency bonuses)


==Build time calculations==
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.
Based on Amineri's post [https://www.reddit.com/r/Xcom/comments/37tr7q/lw_210_days_to_manufacture/ here], items and Foundry project completion times vary ''exponentially'' with the number of available engineers (unlike research time which varies linearly with the number of scientists). Here is an approximate formula:


''build time = base time * 0.5 * (1 + (OptimalEngineers / ActualEngineers) ^ (0.06 * OptimalEngineers))''
{| class="wikitable"
|- align="center"
! Workshops and adjacencies
! Total Discount
|- align="center"
|0.5
|5.28%
|- align="center"
|2
|18.00%
|- align="center"
|4
|29.52%
|- align="center"
|5.5
|35.35%
|- align="center"
|7.5
|40.62%
|-
 
|}


where ''OptimalEngineers'' is the default or recommended number of engineers needed to achieve the listed ''base time'' specified in the item / project tables.  ''ActualEngineers'' is the number of available engineers. 


When ''ActualEngineers = OptimalEngineers'', the build time is equal to the base time. Unlike research time, where the rule of thumb is that for double the number of scientists the research time is halved, there is no such rule of thumb that works for build times, due to the exponential relationship. For example, developing a Foundry project that has ''OptimalEngineers=60'' (e.g. [[Foundry_(Long_War)#General_Weapon_Upgrades|Ammo Conservation]]), with only half the engineers on hand, will take roughly 7 times longer than the ''base time'' to complete . On the other hand, developing a project that has ''OptimalEngineers=30'' (e.g. [[Foundry_(Long_War)#General_Equipment_Upgrades|Improved Arc Thrower]]), with half the engineers on hand, will take roughly twice as long as the ''base time''. 
=== Item Fabrication Capacity ===


Here are a few more observations about the formula. 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. Also, based on the formula, all build times are limited to ''0.5*base time'', when building at a normal speed, and ''0.25*base time'' when building quickly.
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 ===


<div style="float:right">{{Header (Long War)}}__TOC__</div>
Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.
{{Facilities Data Box (Long War)
|image=Foundry.jpg
|isize=256
|effect=Development of new combat items and improvements to current items
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)
|prerequisites=None
|other=None
|credits=200
|alienaloys=0
|elerium=0
|meld=0
|build time=18
|quick credits=300
|quick alienaloys=0
|quick elerium=0
|quick meld=10
|quick build time=9
|maintenance=25
|power=6
|}}


The '''Foundry''' is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry has no prerequisites, so it can be built from the beginning and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the Foundry also counts as a Workshop for adjacency purposes.
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_(LWR)#Engineers|Scientists and Engineers]])


The Foundry cannot be torn down once built.
== Build Facilities ==


Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components.  
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.


Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.
Excavations cannot be rushed, and take 8 days to complete.


One of the most important upgrade paths that the Foundry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.
=== Rushing ===


Many Foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.


==Foundry Projects==
== The Foundry ==
===SHIV-Specific Upgrades===
===SHIV Advancements===
{| class="wikitable"
{| class="wikitable"
|- align="center"
|- align="center"
Line 101: Line 80:


|- align="center"
|- align="center"
| Sentinel Drone
| SHIV Advancements I
| Weapons Technology
| Unlocks the first level of [[S.H.I.V._(LWR)#SHIV_Configurable_Perks|'''SHIV configuration''']] perks.
| 10
| [[Research (LWR)#Offensive Tech|Alien Weaponry]]
| §100
| 0
| 80
| 0
| 0
| 10
| 6x Drone Wrecks
|- align="center"
| SHIV Advancements II
| -
| -
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.
| Unlocks the second level of [[S.H.I.V._(LWR)#SHIV_Configurable_Perks|'''SHIV configuration''']] perks.
| 30
| [[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]
| §300
| 50
| 50
| Cyberdisc Autopsy
| 100
| §150
| 0
| 40
| 0
| 0
| 20
| 20
| 0
| 2x Drone Wreck,<br /> 2x Cyberdisc Wreck
| 21
| 1x Drone Wreck, <br /> 1x UFO Flight Computer
 
|- align="center"
|- align="center"
| SHIV Suppression
| SHIV Advancements III
| Weapons
| -
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat. Also unlocks ''Advanced Suppression Module''.
| Unlocks the third level of [[S.H.I.V._(LWR)#SHIV_Configurable_Perks|'''SHIV configuration''']] perks.
| 15
| 50
| Alien Weaponry
| [[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]
| §40
| §500
| 100
| 120
| 60
| 0
| 0
| 5
| 30
| 0
| 4x Mechtoid Core
| 0
| 7
| -
|}
|}


Line 139: Line 130:
| Advanced Repair
| Advanced Repair
| Cybernetics
| Cybernetics
| Reduces interceptor, MEC, SHIV, and item repair time by about one-third.
| Reduces aircraft, MEC, SHIV, and item repair times by 35%.
| 45
| 45
| Heavy Floater Autopsy
| [[Research (LWR)#Alien Autopsies|Heavy Floater Autopsy]]
| §500
| §300
| 100
| 200
| 0
| 0
| 0
| 0
| 80
| 50
| 21
| 30
| 4x Heavy Floater Corpse
| 6x Heavy Floater Corpse


|- align="center"
|- align="center"
| Advanced Servomotors
| Advanced Servomotors
| Cybernetics
| Cybernetics
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project. Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs.
| Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for SHIVs.
| 45
| 20
| Mechtoid Autopsy
| [[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]
| §300
| §10
| 150
| 60
| 60
| 0
| 0
| 40
| 0
| 70
| 14
| 8x Mechtoid Core
 
|- align="center"
| Field Repairs
| -
| Allows Arc Throwers to be used to repair SHIVS and MECs.
| 15
| 15
| Drone Autopsy
| 6x Mechtoid Core
| §100
| 10
| 10
| 10
| 10
| 14
| 10x Drone Wreck


|- align="center"
|- align="center"
| Jellied Elerium
| Heavy Shells
| Cybernetics
| Cybernetics
| Changes the Flamethrower to conduct panic rolls with a 80 will test, and unlocks the ''Incinerator Module''.
| All MECs gain [[Abilities_List_(LWR)#HEAT Warheads|HEAT Warheads]]'''.
| 45
| 45
| Elerium
| [[Research (LWR)#Alien Interrogations|Heavy Floater Interrogation]]
| §100
| §100
| 40
| 500
| 50
| 80
| 40
| 10
| 10
| -
| 0
 
| 0
|- align="center"
| 15
| MEC Close Combat
| 5x Heavy Floater Corpse
| Cybernetics
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 4. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn.
| 50
| Berserker Autopsy
| §300
| 60
| 30
| 30
| 40
| 7
| 8x Berserker Corpse


|-align="center"
|-align="center"
| MEC Warfare Systems
| MEC Warfare Systems
| Cybernetics
| Cybernetics
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons and items.
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items.
| 20
| 20
| Alien Biocybernetics
| [[Research (LWR)#Main Tech|Alien Biocybernetics]]
| §25
| §20
| 0
| 0
| 10
| 0
| 0
| 0
| 0
| 0
| 5
| 7
| 2x Drone Wreck
| -


|- align="center"
|- align="center"
| Mechanized Unit Defenses
| Mechanized Defenses
| Armor
| Armor Technology
| Unlocks the ''Core Armoring'' and ''Alloy Carbide Plating'' items for MECs and SHIVs to increase their defensive capabilities.
| 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
| 30
| Advanced Body Armor
| [[Research (LWR)#Defensive Tech|Advanced Body Armor]]
| §150
| §10
| 60
| 20
| 25
| 10
| 0
| 0
| 0
| 10
| 10
| 15
| 2x Cyberdisc Wreck
| 2x Cyberdisc Wreck


|- align="center"
|- align="center"
| Shaped Armor
| Shaped Armor
| Armor
| Armor Technology
| Increases health of mechanized units (SHIV, MEC) by 3.
| Increases HP of mechanized units (SHIV, MEC) by 3 and KSM penetration by 20.
| 35
| 35
| Floater Autopsy
| [[Research (LWR)#Alien Autopsies|Berserker Autopsy]]
| §300
| §20
| 80
| 170
| 0
| 0
| 40
| 40
| 40
| 40
| 21
| 30
| 25x Floater Corpse
| 4x Berserker Corpse
|}
|}


Line 259: Line 222:
| Alien Grenades
| Alien Grenades
| -
| -
| Allows the use of Alien Grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.<br>Bonuses also apply to the MEC Grenade Launcher.
| Allows the use of Alien Grenades and grants AP grenades +2 damage and HE grenades +3 damage.
| 35
| 30
| Muton Autopsy
| [[Research (LWR)#Alien Autopsies|Muton Autopsy]]
| §100
| §300
| 20
| 70
| 75
| 40
| 30
| 20
| 20
| 50
| 16x Muton Corpse
| 0
| 7
| 1x Alien Grenade (from live capture)


|-align="center"
|-align="center"
| Ammo Conservation
| Ammo Conservation
| Weapons
| Weapons Technology
| Increases the ammo capacity of weapons by 1 shot/burst.
| Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.
| 60
| 60
| Muton Autopsy
| [[Research (LWR)#Alien Autopsies|Muton Elite Autopsy]]
| §500
| §150
| 80
| 800
| 475
| 0
| 20
| 20
| 10x Muton Elite Corpse
 
|-align="center"
| Beam Strengthening
| Weapons Technology
| Grants +15% crit damage to all primary laser and pulse weapons.
| 45
| [[Research (LWR)#Main Tech|Experimental Warfare]]
| §350
| 100
| 100
| 110
| 60
| 15
| 20
| 4x UFO Power Source
|- align="center"
| Condensed Plasma
| Plasma Weaponry<br>Weapons Technology
| Allows production of ''Plasma Grenades'' and ''Plasma Stellerators''.
| 90
| [[Research (LWR)#Offensive Tech|Light Plasma Weapons]]
| §200
| 0
| 0
| 50
| 160
| 14
| 200
| 20x Muton Corpses
| 0
| 70
| 5x Muton Elite Corpse


|-align="center"
|-align="center"
| Enhanced Ballistics
| Enhanced Ballistics
| Weapons
| Weapons Technology
| Unlocks ''Alloy-Jacketed Rounds'', which increases ballistic/gauss weapon damage by +1.
| Allows production of ''Alloy Enhanced Rounds''.
| 10
| 10
| Alien Materials
| [[Research (LWR)#Defensive Tech|Alien Materials]]
| §80
| §20
| 10
| 10
| 20
| 15
| 0
| 0
| 0
| 0
| 7
| 10
| -
| -


|-align="center"
|-align="center"
| Enhanced Lasers
| Enhanced Lasers
| Laser Weapons<br>Weapons
| Laser Weaponry<br>Weapons Technology
| Unlocks ''Enhanced Beam Optics'', which increases beam/pulse Laser weapons damage by +1.
| Allows production of ''Enhanced Beam Optics''.
| 30
| 10
| Advanced Beam Lasers
| [[Research (LWR)#Offensive Tech|Beam Lasers]]
| §150
| §20
| 40
| 0
| 15
| 15
| 10
| 0
| 0
| 0
| 10
| 14
| -
| -


|- align="center"
|- align="center"
| Enhanced Plasma
| Jellied Elerium
| Plasma Weapons<br>Weapons
| Cybernetics
| All plasma-tier weapons receive +1 base damage. Also unlocks ''Plasma Stellerator'', which increases plasma weapons damage by +1.
| Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the ''Incinerator Module''.
| 120
| 45
| Precision Plasma Weapons
| [[Research (LWR)#Main Tech|Elerium]]
| §500
| §100
| 0
| 50
| 100
| 100
| 100
| 30
| 100
| 15
| 0
| 10x Chryssalid Carcass
| 21
| 1x Plasma Dragon


|-align="center"
|-align="center"
| Quenchguns
| Quenchguns
| Gauss Weapons<br>Weapons
| Gauss Weaponry<br>Weapons Technology
| Doubles the DR reduction of gauss weapons to 0.67.
| Grants +10 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6).
| 60
| 35
| Advanced Gauss Weapons
| [[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]
| §250
| §160
| 40
| 100
| 80
| 30
| 50
| 30
| 25
| 0
| 14
| 20
| 2x Alien Carbine
| 9x Muton Corpse
|}
|}


Line 350: Line 341:
|-align="center"
|-align="center"
| Advanced Flight
| Advanced Flight
| Aerospace
| Aerospace Technology
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV).
| Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%.
| 50
| 50
| Antigrav Systems
| [[Research (LWR)#Defensive Tech|Antigrav Systems]]
| §325
| §500
| 40
| 100
| 0
| 0
| 40
| 100
| 0
| 0
| 14
| 20
| 5x Drone Wreck, <br /> 5x Heavy Floater Corpse, <br /> 5x Cyberdisc Wreck
| 8x Drone Wreck<br /> 2x Heavy Floater Corpse


|-align="center"
|-align="center"
| Drone Capture
| Elerium Batteries
| Cybernetics
| XCOM can now use the Arc Thrower to capture enemy Drones for the duration of the combat mission (100% chance to capture).
| 75
| EMP Weapons
| §100
| 0
| 50
| 10
| 0
| 14
| 30x Drone Wreck
 
|-align="center"
| Improved Arc Thrower
| -
| -
| Increases the successful stun rate of the Arc Thrower in combat (57%/57%/57%/55%/48%/42%/29% on 1-7 HP).
| Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker.
| 30
| 30
| Alien Power Systems
| [[Research (LWR)#Main Tech|Alien Power Systems]]
| §100
| §100
| 40
| 50
| 30
| 50
| 40
| 50
| 0  
| 0  
| 14
| 20
| 10x Drone Wreck
| 16x Drone Wreck


|-align="center"
|-align="center"
| Improved Medikit
| Improved Medikit
| Cybernetics
| Cybernetics
| Increases Medikit healing by +3 HP per charge, and Restorative Mist healing by +2 HP per charge.
| Increases the max HP medikits can heal by 2.
| 12
| 12
| Thin Man Autopsy
| [[Research (LWR)#Alien Autopsies|Muton Elite Autopsy]]
| §180
| §350
| 0
| 0
| 0
| 0
| 0
| 0
| 20
| 50
| 7
| 10
| 20x Thin Man Corpse
| 4x Muton Elite Corpse


|-align="center"
|-align="center"
| New Combat Systems
| New Combat Systems
| -
| -
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.
| Unlocks an array of new gear options in combination with other technologies and projects.
| 30
| 30
| Experimental Warfare
| [[Research (LWR)#Main Tech|Experimental Warfare]]
| §100
| §200
| 30
| 30
| 50
| 60
| 20  
| 20
| 0
| 0
| 14
| 20
| -
| 4x Thin Man Corpse


|-align="center"
|-align="center"
| Psi Warfare Systems
| Psi Warfare Systems
| Psionics
| Psionics
| Like ''New Combat Systems'', unlocks an assortment of psionic special equipment.
| Unlocks an assortment of psionic special equipment.
| 40
| 20
| Xenopsionics
| [[Research (LWR)#Main Tech|Xenopsionics]]
| §100
| §200
| 0
| 0
| 30
| 20
| 20
| 20
| 40
| 40
| 14
| 20
| 12x Sectoid Corpse
| 6x Sectoid Corpse
 
|-align="center"
| SCOPE Upgrade
| Weapons
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.
| 25
| Experimental Warfare
| §100
| 0
| 35
| 0
| 0
| 7
| 1x SCOPE


|-align="center"
|-align="center"
| Tactical Rigging
| Tactical Rigging
| Armor
| Armor Technology
| Grants one extra item slot to soldiers.
| Grants one extra equipment slot to biosoldiers.
| 30
| [[Research (LWR)#Alien Interrogations|Muton Interrogation]]
| §50
| 20
| 60
| 80
| 80
| Muton Elite Autopsy
| 30
| §500
| 10
| 100
| 4x Muton Corpse
| 100
| 0
| 60
| 21
| 20x Muton Elite Corpse
|}
|}


===Pistol Upgrades===
===Pistol Upgrades===
These upgrades apply to all pistols and machine pistols.  
These upgrades apply to most pistols and machine pistols.  
{| class="wikitable"
{| class="wikitable"
|- align="center"
|- align="center"
Line 470: Line 433:


|-align="center"
|-align="center"
| Mag Pistols
| High-Capacity Pistols
| Weapons
| Weapons Technology
| Grants +8% critical hit chance to all pistols.
| Grants 1 additional ammo to all non-electric pistols.
| 10
| 10
| Alien Weaponry
| [[Research (LWR)#Offensive Tech|Alien Weaponry]]
| §35
| §100
| 25
| 50
| 0
| 0
| 5
| 0
| 0
| 0
| 10
| 7
| -  
| -  


|-align="center"
|-align="center"
| Rail Pistols
| Rail Pistols
| Gauss Weapons<br>Weapons
| Gauss Weaponry<br>Weapons Technology
| Grants +8% aim to all pistols.
| Grants 10 aim to all pistols.
| 20
| [[Research (LWR)#Offensive Tech|Gauss Weapons]]
| §150
| 20
| 20
| Gauss Weapons
| 40
| §90
| 10
| 35
| 0
| 0
| 0
| 0
| 10
| 15
| -
| 2x Seeker Wreck


|-align="center"
|-align="center"
| Reflex Pistols
| Reflex Pistols
| Plasma Weapons<br>Weapons
| Plasma Weaponry<br>Weapons Technology
| Grants +1 base damage to all pistols.
| Grants +1 damage to all pistols.
| 35
| 35
| Compact Plasma Weapons
| [[Research (LWR)#Offensive Tech|Compact Plasma Weapons]]
| §145
| §250
| 30
| 40
| 60
| 45
| 30
| 50
| 0
| 0
| 14
| 20
| 1x Alien Pistol
| 6x Heavy Floater Corpse
|}
|}


Line 518: Line 481:
|-align="center"
|-align="center"
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
|-align="center"
| Advanced Scavenging
| -
| Allows for the use of secondary scavenging teams on UFO missions.
| 15
| [[Research (LWR)#Defensive Tech|Alien Materials]]
| §150
| 0
| 0
| 0
| 0
| 15
| -


|-align="center"
|-align="center"
| Improved Salvage
| Improved Salvage
| -
| -
| Increases weapon fragment recovery by 20%.
| Increases weapon fragment recovery from missions and destroyed UFOs by 20%.
| 20
| 5
| Alien Materials
| [[Research (LWR)#Defensive Tech|Alien Materials]]
| §200
| §400
| 40
| 0
| 15
| 0
| 0
| 50
| 20
| 20
| 40
| 20x Thin Man Corpse
| 14
| -


|-align="center"
|-align="center"
| Alien Metallurgy
| Alien Metallurgy
| -
| -
| Increases alien alloy recovery by 20%.
| Increases alien alloy recovery from missions and destroyed UFOs by 20%.
| 5
| [[Research (LWR)#Defensive Tech|Alien Materials]]
| §800
| 10
| 0
| 0
| 50
| 20
| 20
| Alien Materials
| 10x Drone Wreck
| §300
| 30
| 0
| 10
| 100
| 14
| -


|-align="center"
|-align="center"
| Alien Nucleonics
| Alien Nucleonics
| -
| -
| Increases elerium recovery by 20%.
| Increases elerium recovery from missions and destroyed UFOs by 20%.
| 45
| 5
| Alien Power Systems
| [[Research (LWR)#Defensive Tech|Alien Materials]]
| §500
| §800
| 120
| 0
| 0
| 0
| 40
| 10
| 150
| 50
| 14
| 20
| -
| 24x Sectoid Corpse
|}
|}


===Base Security Upgrades===
===Base Upgrades===
{| class="wikitable"
{| class="wikitable"
|- align="center"
|- align="center"
Line 572: Line 549:
| Advanced Surgery
| Advanced Surgery
| Cybernetics
| Cybernetics
| Decreases soldier wound times by 30%.
| Decreases biosoldier wound times by 25%.
| 45
| 45
| Alien Biocybernetics
| [[Research (LWR)#Main Tech|Alien Biocybernetics]]
| §600
| §600
| 0
| 0
Line 580: Line 557:
| 0
| 0
| 0
| 0
| 21
| 30
| 12x Alien Stasis Tank,<br /> 12x Alien Surgery
| 4x Alien Stasis Tank,<br /> 4x Alien Surgery


|-align="center"
|-align="center"
| Base Security: Armor
| Grey Market
| -
| Unlocks the [[Situation_Room_(LWR)#Grey_Market|'''Grey Market''']].
| 10
| -
| -
| Any spare Phalanx Armor will be equipped by base security personnel during a HQ defense mission.
| §10
| 10
| 0
| 10
| 10
| 45
| 1x Sectoid Captive
 
|-align="center"
| 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
| 25
| Improved Body Armor
| [[Research (LWR)#Offensive Tech|Beam Lasers]]
| §20
| §200
| 0  
| 0  
| 0
| 0
| 0
| 0
| 0
| 0
| 3
| 5
| -  
| -  


|-align="center"
|-align="center"
| Base Security: Weapons
| Project Iron Resolve
| -
| -
| Any spare Laser Rifles will be equipped by base security personnel during a HQ Defense Mission.
| 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
| 25
| Beam Lasers
| [[Research (LWR)#Defensive Tech|Improved Body Armor]]<br>Operation Rapid Forge
| §40
| §400
| 0
| 0
| 0
| 0
| 5
| -
|-align="center"
 
| 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
| [[Research (LWR)#Main Tech|Alien Command and Control]]<br>Project Iron Resolve
| §600
| 0  
| 0  
| 0
| 0
| 0
| 0
| 0
| 0
| 3
| 5
| -  
| -  
|}
|}
Line 621: Line 626:
|-align="center"
|-align="center"
| Aircraft Boosters
| Aircraft Boosters
| Aerospace<br>Laser Weapons
| Aerospace Technology<br>Laser Weaponry
| Allows production of one-time 'boosters' for interception.
| Allows production of one-time 'boosters' for interception.
| 10
| 10
| Alien Materials
| [[Research (LWR)#Defensive Tech|Alien Materials]]
| §50
| §50
| 0
| 0
Line 630: Line 635:
| 0
| 0
| 10
| 10
| 7
| 10
| -
| 2x Drone Wreck


|-align="center"
|-align="center"
| Armored Fighters
| Armored Fighters
| Aerospace<br>Armor
| Aerospace Technology<br>Armor Technology
| Increases all interceptor HP by 1000.
| Increases interceptor and firestorm HP by 30%.
| 30
| 30
| Advanced Aerospace Concepts
| [[Research (LWR)#Main Tech|Advanced Aerospace Concepts]]
| §400
| §450
| 200
| 150
| 50
| 0
| 25
| 20
| 8x Floater Corpse
 
|-align="center"
| Cooling Coils
| Aerospace Technology
| Increases rate of fire of all air weapons by 30%.
| 35
| [[Research (LWR)#Alien Interrogations|Heavy Floater Interrogation]]
| §80
| 350
| 110
| 0
| 0
| 0
| 60
| 20
| 70
| 4x Cyberdisc Wreck<br>4x UFO Flight Computer
| 14
| 30x Floater Corpse


|-align="center"
|-align="center"
| Elerium Afterburners
| Elerium Afterburners
| Aerospace
| Aerospace Technology
| Increases interceptor combat time by 5 seconds.
| Increases aircraft [[Air_Combat_(LWR)#Interception_Time|battle speed]] by 10.
| 45
| 45
| Alien Propulsion
| [[Research (LWR)#Main Tech|Alien Propulsion]]
| §200
| §200
| 30
| 70
| 0
| 0
| 30
| 150
| 0
| 0
| 14
| 20
| 2x UFO Power Source
| 4x UFO Power Source


|-align="center"
|-align="center"
| Improved Avionics
| Improved Avionics
| Aerospace
| Aerospace Technology
| Increases interceptor aim by 10.
| Increases aircraft aim by 10.
| 40
| 40
| Advanced Aerospace Concepts
| [[Research (LWR)#Main Tech|Advanced Aerospace Concepts]]
| §400
| §400
| 10
| 300
| 50
| 60
| 0
| 0
| 0
| 0
| 14
| 20
| 3x UFO Flight Computer
| 6x UFO Flight Computer


|-align="center"
|-align="center"
| Penetrator Weapons
| Phoenix Coilguns
| Aerospace
| Gauss Weaponry
| Increases armor penetration of air weapons by 5.
| Upgrades phoenix cannon penetration to Tier 3 (from Tier 2).
| 35
| 15
| Advanced Aerospace Concepts
| [[Research (LWR)#Offensive Tech|Gauss Weapons]]
| §300
| §40
| 80
| 80
| 45
| 130
| 0
| 0
| 0
| 0
| 14
| 10
| 3x Cyberdisc Wreck,<br /> 3x UFO Flight Computer
| 6x UFO Power Source
 
|-align="center"
| Phoenix Coilguns
| Gauss Weapons
| Increases the Phoenix Cannon's damage by 90 and armor penetration by 13.
| 50
| Gauss Weapons
| §300
| 120
| 100
| 60
| 40
| 14
| 2x UFO Power Source


|-align="center"
|-align="center"
| Stealth Satellites
| Stealth Satellites
| -
| -
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
| Decreases the success chance of unabetted hunts to 50% (from 100%).
| 115
| 65
| Stealth Systems
| [[Research (LWR)#Defensive Tech|Stealth Systems]]
| §1200
| §50
| 200
| 110
| 0
| 0
| 200
| 10
| 0  
| 0  
| 28
| 10
| 10x UFO Flight Computer
| 6x UFO Flight Computer


|-align="center"
|-align="center"
| Supercapacitors
| Supercapacitors
| Laser Weapons
| Laser Weaponry
| Upgrades Laser Cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.
| Increases laser cannon damage from 400 to 800. Unlocks ''Reaper Ammo''.
| 70
| 50
| Advanced Pulse Lasers
| [[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]
| §800
| §200
| 150
| 100
| 100
| 200
| 40
| 80
| 50
| 21
| 30
| 6x UFO Power Source
| 5
 
| 8x UFO Power Source
|-align="center"
| Super Skyranger
| Aerospace
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
| 35
| Advanced Aerospace Concepts
| §200
| 60
| 0
| 0
| 0
| 14
| -


|-align="center"
|-align="center"
| UFO Countermeasures
| UFO Countermeasures
| Aerospace
| Aerospace Technology
| Increases interceptor dodge chance by +15%.
| Increases aircraft dodge chance by 10%.
| 50
| 50
| Seeker Autopsy
| [[Research (LWR)#Alien Autopsies|Seeker Autopsy]]
| §350
| §150
| 10
| 40
| 40
| 60
| 75
| 20
| 0
| 0
| 14
| 20
| 4x Seeker Wrecks,<br /> 4x UFO Flight Computer
| 12x Seeker Wreck<br>12x UFO Flight Computer


|-align="center"
|-align="center"
| UFO Scanners
| UFO Scanners
| -
| -
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
| Increase [[Air_Combat_(LWR)#Interception_Time|interception time]] by 10%.<br>Adds UFO HP estimates to the interception screen.
| 40
| 10
| Advanced Aerospace Concepts
| -
| §65
| §50
| 10
| 0
| 5
| 0
| 0
| 10
| 0
| 0
| 14
| 5
| 2x UFO Flight Computer
| 2x UFO Flight Computer


|-align="center"
|-align="center"
| UFO Tracking
| UFO Tracking
| Aerospace
| Aerospace Technology
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
| | Increases [[Air_Combat_(LWR)#Interception_Time|interception time]] by 10%.<br>Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft.
| 40
| 40
| Alien Power Systems
| [[Research (LWR)#Main Tech|Alien Power Systems]]
| §300
| §300
| 20
| 10
| 0
| 10
| 0
| 0
| 40
| 40
| 0
| 28
| 2x UFO Flight Computer
| 2x UFO Flight Computer
|-align="center"
| Wingtip Sparrowhawks
| Aerospace<br>Gauss Weapons
| Grants interceptors secondary armor-piercing missiles (1/2 Stringray Missile damage) in addition to their primary weapons.
| 50
| Advanced Aerospace Concepts
| §400
| 80
| 40
| 20
| 40
| 21
| -
|}
|}


{{Facilities Data Box (Long War)
== Repair Bay ==
|image=Fac_cyberneticslab.png
|isize=256
|effect=[[MEC Trooper (Long War)|MEC Troopers]] and Item repair
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)
|prerequisites=None
|other=None
|credits=50
|quick credits=75
|quick meld=10
|build time=10
|quick build time=5
|maintenance=10
|power=4
|}}
 
The '''Repair Bay''' enables augmentation of soldiers into MEC [[MEC Trooper (Long War)|Troopers]] via the Engineering menu tab. Only one Repair Bay may be constructed, although it counts as a Workshop if built next to one. Dr. Shen strongly recommends that XCOM build and deploy MECs as quickly as possible.
 
* Mechanized Exoskeletal Cybersuits, or MECs, are powerful battle suits that mount an array of useful weaponry and support equipment. In Long War, these can be ordered and built from the Armors tab in the "Build Items" menu entry instead of the previous Enemy Within Inventory system.


* Each MEC can be customized to fit specific tactical approaches. If a MEC Trooper dies, his MEC suit is destroyed.
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.


* Please note that in Long War weapons, equipment and armor may become damaged and require some mending and repair after a mission. The Repair bay enables this new function, which requires a fraction of the build cost of each item and some time.
Items require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.
==Item repair ==
All produced items have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the items on the soldier to become damaged. If a soldier was reduced to 0 health, there's a 20~95% chance for the item to become damaged depending on each item value (you can find each maximum chance that the item is damaged upon DefaultGameCore.ini). The actual chance scales with the health damage taken. Armor damage does cause the items to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.
 
{{Facilities Data Box (Long War)
|effect=10% discount on items and 10% refund on materials
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)
|prerequisites=None
|other=10 engineers per [[Workshop (Long War)|Workshop]]
|credits=200
|alienaloys=0
|elerium=0
|meld=0
|build time=21
|quick credits=300
|quick alienaloys=0
|quick elerium=0
|quick meld=10
|quick build time=11
|maintenance=30
|power=4
|}}
 
The '''Workshop''' reduces item cost by 10% and gives a 10% refund on materials.
 
Each adjacent Workshop, [[Foundry (Long War)|Foundry]] or [[Repair Bay (Long War)|Repair Bay]] reduces item cost by an additional 5% and gives an additional 5% refund on materials.
 
Multiple Workshops have diminishing returns and discounts and refunds cannot exceed 50%.
 
==Rebate Equation==
0.5 + 0.5 * 0.8 ^ (a + 0.5b) = percent of price you need to pay
 
Where:<br>
a = number of Workshops<br>
b = number of adjacency bonuses<br>
 
==Workshop graph and stats==
Values in '''bold''' represent the natural expansion of Workshops in your base. It is assumed that you first build the Foundry and the Repair Bay, then four Workshops adjacent to them.
 
[[File:Workshop_graph.png|right|800px]]
{| class="wikitable"
! Workshops
! %
|-
|'''0.5'''
|'''5.28'''
|-
|1
|10.00
|-
|1.5
|14.22
|-
|'''2'''
|'''18.00'''
|-
|2.5
|21.38
|-
|3
|24.40
|-
|3.5
|27.10
|-
|'''4'''
|'''29.52'''
|-
|4.5
|31.68
|-
|5
|33.62
|-
|'''5.5'''
|'''35.35'''
|-
|6
|36.89
|-
|6.5
|38.28
|-
|7
|39.52
|-
|'''7.5'''
|'''40.62'''
|-
|8
|41.61
|-
|8.5
|42.48
|-
|9
|43.29
|-
|9.5
|44.00
|-
|10
|44.63
|-
|10.5
|45.20
|-
|11
|45.71
|-
|11.5
|46.16
|-
|12
|46.57
|-
|12.5
|46.53
|-
|13
|47.25
|-
|13.5
|47.54
|-
|14
|47.80
|-
|14.5
|48.03
|-
|15
|48.24
|-
|15.5
|48.43
|-
|16
|48.59
|-
|16.5
|48.74
|-
|17
|48.88
|-
|17.5
|49.00
|-
|18
|49.10
|-


|}
== Augment Soldiers ==


==See also ==
Augment up to 1 soldier at a time to become a MEC. For more information click here: [[MEC_Trooper_(LWR)#Augmentation|MEC Augmentation]]
{{ Facilities (Long War) Navbar}}
[[Category: Long War]]
[[Category: Facilities (Long War)]]

Latest revision as of 02:41, 16 March 2026

Back to Main Page

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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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
Engineers
Research
Credits
Alien Alloys
Weapon Fragments
Elerium
Meld
Days
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